TEXT: 2
  Chapter 1. Bestiary
  a 321+ page supplement to the
  monster manual that adds
  over 475 creature stat blocks!
  By DRAGONIX 
  MONSTER MANUAL
  EXPANDED
  
  3
  Chapter 1. Bestiary
  Design
  Dragonix
  Facebook Home Page
  https://twitter.com/DM_Dragonix
  Cover Art
  Sandeson Gonzaga
  Interior Art
  Sandeson Gonzaga
  DMG Creator Resource Art (various WoTC artists)
  Arcana Games' Character Stock Art
  The Homebrewery
  Layout Elements by Corey Johnston
  Editors
  Paul Ste. Marie, Sandeson Gonzaga, Marco Pasamba, 
  Wena Zaragoza 
  Playtesters
  Mycko David, Kirby Gonzaga, Teddy Gonzaga, Marky Erquiza, James Manansala, 
  Marco Pasamba, Jeff Quilala, Raffy San Antonio, TJ Sese, Teejay Suaring, Michael 
  Tiongson, Dave Young, Rowell Zaragoza, Wena Zaragoza
  About the Cover
  I wanted to pay homage to the current Monster Man-
  ual, which shows one of my favorite monsters of all 
  time - the beholder.  I remember when I first beheld 
  the beholder was when I bought a copy of the Com-
  panion Set.  I was in awe of its appearance and its 
  powers.  I remember I couldn't wait to unleash it on 
  my players.  So now that I have created my version of 
  the Ultimate Tyrant, I wanted to show it on this book's 
  cover.
  About this Book (v1.04)
  Monster Manual Expanded is used as a source 
  of content to supplement the 5th edition Monster 
  Manual. It aims to provide the Dungeon Master with 
  more options and variants of the monsters presented 
  in the book, as well as provide extra value to Dungeon 
  Masters who own multiple types of miniatures of the 
  same creature.
  Acknowledgement
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the drag-
  on ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D 
  Adventurers League, all other Wizards of the Coast product names, and their respec-
  tive logos are trademarks of Wizards of the Coast in the USA and other countries. 
  All characters and their distinctive likenesses are property of Wizards of the Coast. 
  This material is protected under the copyright laws of the United States of America. 
  Any reproduction or unauthorized use of the material or artwork contained herein is 
  prohibited without the express written permission of Wizards of the Coast.   
  
  4
  Chapter 1. Bestiary
  Chapter 1
  The Bestiary
  A
  Aarakocras
   
  Brave
   
  Scout
   
  Talon of Syranita
  Aboleths
   
  Overseer
   
  Slime Lord
   
  Skum
   
  Skum Beast
   
  Skum Hulk
  Angels
   
  Deva Shaitan
   
  Planetar Shaitan
   
  Solar Shaitan
  Animated Objects
   
  Wood Statue
   
  Stone Statue
   
  Iron Statue
  Ankhegs
   
  Brood Queen
   
  Broodling
  Azers
   
  Priest of the Flame
   
  Taskmaster
   
  Zealot
  B
  Banshee, greater
  Basilisk, Greater
  Behirs
   
  Ancient
   
  Young
  Beholders
   
  Elder Orb
   
  Eye of Flame
   
  Eye of Frost
   
  Ultimate Tyrant
  Blights
   
  Ancient
   
  Tree
  Bugbears
   
  Bruiser
   
  Champion of Hruggek
   
  Footpad
   
  Marauder
   
  Priest of Hruggek
  Bullywugs
   
  Brute
   
  Chieftain
   
  Swampstalker
   
  Witch Doctor
  Bulette, Great
  C
  Cambion
   
  Hell Knight
   
  Dark Magus
   
  Abyssal Trickster
  Carrion Crawler, Enormous
  Centaurs
   
  Champion
   
  Skirmisher
   
  Shaman
  Chimeras
   
  Ankhimera
   
  Ancient
   
  Gorgimera
   
  Mantimera
  Chuuls
   
  Juggernaut
   
  Uchuulun
  Cloakers
   
  Lord
   
  Shadow
  Cockatrice, Greater
  Coautl, Greater
  Crawling Claws, Swarm of
  Cyclops
   
  Berserker
   
  Storm Sorcerer
   
  Warrior
   
  Cyclopskin
  D
  Darkmantle, Mindmantle
  Death Knight Lord
  Demons
   
  Balor Lord
   
  Barlgura Abductor
   
  Barlgura Pack Lord
   
  Glabrezu Deceiver
   
  Chasme Tormentor
   
  Goristro Juggernaut
   
  Hezrou Sergeant
   
  Immolith
   
  Marilith General
   
  Nalfeshnee Captain
   
  Shadow Demon, Greater
   
  Vrock Doomsayer
   
  Yochlol Elder
  Devils
   
  Barbed Devil Captain
   
  Bearded Devil Enforcer
   
  Bone Devil Taskmaster
   
  Chain Devil Ascendant
   
  Erinyes Dread Champion
   
  Horned Devil Warmaster
   
  Ice Devil Overlord
   
  Pit Fiend Aristocrat
   
  Spined Devil Scout
  Dinosaurs
   
  Mosasaurus
   
  Spinosaurus
  Displacer Beasts
   
  Pack Lord
   
  Stalker
  Doppelgangers
   
  Assassin
   
  Dark Whisperer
  Dragons
   
  Black Dragon, Mature Adult
   
  Black Dragon, Young Adult
   
  Blue Dragon, Mature Adult
   
  Blue Dragon, Young Adult
   
  Green Dragon, Mature Adult
   
  Green Dragon, Young Adult
   
  Red Dragon, Mature Adult
   
  Red Dragon, Young Adult
   
  White Dragon, Mature Adult
   
  White Dragon, Young Adult
  Dragon Turtles
   
  Dragon Turtle Wyrmling
   
  Young Dragon Turtle
  Driders
   
  Cavestalker
   
  Sorcerer
   
  Warlock
  Dryad Witch of the Fey
  Duergar
   
  Captain
   
  Champion
   
  Priest
   
  High Priest
  E
  Elementals
   
  Air Elemental, Huge
   
  Air Elemental, Medium
   
  Earth Elemental, Huge
   
  Earth Elemental, Medium
   
  Fire Elemental, Huge
   
  Fire Elemental, Medium
   
  Water Elemental, Huge
   
  Water Elemental, Medium
  Elves: Drow
   
  Arcane Guard
   
  Demonbinder
   
  Dread Fang of Lolth
   
  Sergeant
   
  Skirmisher
  Ettercaps
   
  Foreststalker
   
  Spidermaster
  Ettins
   
  Bruiser
   
  Shaman
  F
  Flameskulls
   
  Eldritch
   
  Greater
  Fomorian
   
  Berserker
   
  Shaman
  Fungi
   
  Phantom Fungus
   
  Phantom Fungus, Giant
   
  Violet Fungus, Giant
   
  Zuggtmoy-Touch Shrieker
  G
  Galeb Duhr
   
  Elder
   
  Greater
  Gargoyle
   
  Margoyle
   
  Margoyle, Greater
  Genies
   
  Dao Great Khan
   
  Dao Slave Overlord
   
  Djinni Grand Caliph
   
  Djinni Wind Warden
   
  Efreeti Amir
   
  Efreeti Cinderlord
   
  Marid Tidesinger
   
  Marid Padisha
  Ghosts
   
  Knight
   
  Necromancer
   
  Warlock
  Ghouls
   
  Adept of Orcus
   
  Agarat
   
  Abomination
   
  Lacedon
  Giants
   
  Cloud Giant Count
   
  Cloud Giant Sorcerer
   
  Fire Giant Captain
   
  Fire Giant Duke
   
  Fire Giant Forgecaller
   
  Frost Giant Skald
   
  Frost Giant Jarl
   
  Frost Giant Frostmaiden
   
  Hill Giant Berserker
   
  Hill Giant Chieftain
   
  Hill Giant Witchdoctor
   
  Stone Giant Earth Shaman
   
  Storm Giant Stormguard
  Gibbering Horror
  Gnolls
   
  Huntmaster
   
  Matriarch
   
  Shaman
   
  Witch Doctor
  Goblins
   
  Alchemist
   
  Blackblade
   
  Bodyguard
   
  Chieftain
   
  Cutthroat
   
  Shaman
   
  Skirmisher
   
  Witch Doctor
  Golems
   
  Clay Golem Mauler
   
  Flesh Golem Abomination
   
  Iron Golem Juggernaut
  Table of Contents
   
  Stone Golem Sentinel
  Gorgon, Greater
  Grells
   
  Patriarch
   
  Philosopher
  Gricks
   
  Den Mother
   
  Hatchling
  Griffons
   
  Alpha
   
  Griffon of Xvim
  Grimlocks
   
  Brute
   
  Cavestalker
   
  Chieftain
   
  Scalphunter
   
  Shaman
  H
  Hags
   
  Green Hag, Elder
   
  Night Hag, Elder
   
  Sea Hag, Elder
  Half-Dragons
   
  Half-Black Dragon  Bagaceratops
   
  Half-Green Dragon Megaraptor
   
  Half-Red Dragon Allosaurus
   
  Half-Red Dragon T-Rex
  Harpies
   
  Witch
   
  Witch Queen
  Hellhound, Nessian Warhound
  Helmed Horror, Battle Horror
  Hippogriffs
   
  Alpha
   
  War Hippogriff
  Hobgoblins
   
  Dreadmaster
   
  Scout
   
  Talon of Tiamat
   
  Veteran
   
  War Priest
  Hook Horrors
   
  Alpha
   
  Clan Mother
  Hydras
   
  Cryohydra
   
  Fen Hydra
   
  Gulguthydra
   
  Mordant Hydra
   
  Pyrohydra
  J
  Jackalweres
   
  Thug
   
  Deceiver
  K
  Kenku
   
  Gang Boss
   
  Eagle Claw
   
  Sneak
  Kobolds
   
  Dragonwrought Sorcerer
   
  Skirmisher
   
  Sneak
   
  Wyrmpriest
  Kraken, Young
  Kuo-toans
   
  Exalted Whip
   
  Harpooner
   
  Monitor
   
  Grand Monitor
  L
  Lamias
   
  Lamia Noble
   
  Lamia Queen
  Liches
   
  Banelich
  
  5
  Chapter 1. Bestiary
   
  Pactlich
  Lizardfolk
   
  Blackscale Bruiser
   
  Dragonblood Sorcerer
   
  Berserker
   
  Champion of Sess'innek
   
  Swampstalker
   
  Witch Doctor
  Lycanthropes
   
  Dire Werebear
   
  Dire Wereboar
   
  Dire Weretiger
   
  Dire Werewolf
   
  Werewolf Packlord
   
  Wererat Captain
   
  Wererat Packlord
   
  Wererat Thug
  M
  Manticores
   
  Alpha
   
  Skirmisher
   
  Stalker
  Medusa, Greater
  Merfolks
   
  Priest 
   
  Scout
   
  Shaman
  Merrow
   
  Champion
   
  Shaman
  Mimics
   
  Greater
   
  Enormous
  Mind Flayers
   
  Assassin
   
  Sorcerer
   
  Warlock
  Minotaurs
   
  Berserker
   
  Bull of Baphomet
   
  Shaman
   
  Warrior
  Mummies
   
  Ettin
   
  Hill Giant
   
  Ogre
   
  Royal Sorcerer
  Myconids
   
  Guard
   
  Devoted
  N
  Nagas
   
  Ancient Bone Naga
   
  Ancient Spirit Naga
   
  Ancient Guardian Naga
  Nightmare, Cauchemar
  Nothics
   
  Eye of Vecna
   
  Mindblight
  O
  Ogres
   
  Bruiser
   
  Champion of Vaprak
   
  Chieftain
   
  Shaman
   
  Skirmisher
   
  Warhulk
   
  Skullcrusher
  Oni
   
  Night Haunter
   
  Magi
   
  Lord
   
  Yama-Uba
  Oozes
   
  Monstrous Black Pudding
   
  Monstrous Gelatinous Cube
   
  Monstrous Gray Ooze
   
  Monstrous Ochre Jelly
  Orcs
   
  Archer
   
  Berserker
   
  Brigand
   
  Champion of Gruumsh
   
  Raider
   
  Scout
   
  Sorcerer
   
  Wardrummer
   
  Wolf Shaman
   
  Witchblade
  Otyughs
   
  Lifeleech Otyugh
   
  Neo-Otyugh
  Owlbears
   
  Dire Owlbear
   
  Great Horned Owlbear
   
  Ironfeather Owlbear
   
  Winterclaw Owlbear
  P
  Perytons
   
  Alpha
   
  Dire Peryton
  Pixies
   
  Court Trickster
   
  Queen
  Purple Worms
   
  Young
   
  Wormling
  Q
  Quaggoths
   
  Alpha
   
  Thonot
  R
  Rakshasas
   
  Ak'chazar
   
  Naztharune
       Rajah
   
  Zakya
  Remorhaz, Ancient
  Revenant Avenger
  Roc, Young
  Ropers
   
  Ancient
   
  Urophion
  Rust Monster, Dire
  S
  Sahuagin
   
  Champion of Sekolah
   
  Harpooner
   
  High Priestess
   
  Hunter
   
  Reaver
   
  Sea Witch
   
  Storm Sorceress
  Salamanders
   
  Captain
   
  Flamebrother
   
  Noble
  Satyr
   
  Beguiler
   
  Trickster
  Scarecrow
   
  Eldritch
  Shadow, Greater
  Shambling Mounds
   
  Ancient
   
  Zuggtmoy-Touched
  Shield Guardian, Runic
  Skeletons
   
  Baneguard
   
  Burning
   
  Decrepit
   
  Direguard
   
  Captain
   
  Champion
   
  Knight
   
  Warrior
   
  Megaraptor
   
  Tyrannosaurus 
   
  Wolf
   
  Dragon, Adult
   
  Dragon, Ancient
   
  Dragon, Young
   
  Bugbear
   
  Ettin
   
  Fire Giant
   
  Frost Giant
   
  Goblin
   
  Gnoll
   
  Hobgoblin
   
  Hill Giant
   
  Ogre
   
  Orc
  Slaadi
   
  White
   
  Black
  Spectre, Dread
  Sphinxes
   
  Criosphinx
   
  Hieracosphinx
  Sprites
   
  Keeper of the Grove
   
  Warden of the Grove
  Stirges
   
  Shadow 
   
  Swarm of Stirges
  Succubus Dark Whisperer
  T
  Tarrasque, variant 
  Thri-Kreens
   
  Psi-Warrior
   
  Sandstalker
  Treants
   
  Blackroot
   
  Keeper of the Grove
  Troglodytes
   
  Brute
   
  Chieftain
   
  Marauder
   
  Shaman
  Trolls
   
  Cave
   
  Fell
   
  Forest/Jungle 
   
  Ice
   
  Mountain
   
  Scrag
   
  War
  U
  Umber Hulk
   
  Horrid 
   
  Rhinoceros
   
  Tiger
  Unicorn, Dread
  V
  Vampire Lord
  Vampire Spawns
   
  Assassin
   
  Sorcerer
   
  Warrior
  W
  Water Weird, Monstrous
  Wights
   
  Captain
   
  Champion
   
  Hexblade
   
  Warlock
   
  Feral
   
  Frost Giant
   
  Mind Flayer
  Will-o-Wisp, Dread
  Wraiths
   
  Dread Wraith
   
  Dread Wraith Lord
  Wyvern, Ancient
  X
  Xorn
  Y
  Yetis
   
  Shaman
   
  Snowstalker
  Yuan-ti
   
  Abomination Champion
   
  Malison Junglestalker
  Yugoloth
   
  Baernoloth
  Z
  Zombies
   
  Feral
   
  Spore
  Appendix A.
  Miscellaneous Creatures
  Cave Bear
  Dire Bear
  Giant Army Ant
  Giant Assasin Bug
  Giant Bullfrog
  Giant Caecilia
  Giant Leech
  Giant Praying Mantis
  Giant Robber Fly
  Giant Slug
  Giant Spitting Cobra
  Giant Tarantula
  Giant Tiger Beetle
  Giant Velvet Worm
  Giant Wolverine
  Greenvise
  Hatori
  Monstrous Centipede
  Monstrous Poisonous Snake
  Monstrous Scorpion
  Monstrous Spider
  Monstrous Squid
  Monstrous Tarantula
  Sea Serpent
  Sword Spider
  Winter Wolf Alpha
  Worg Alpha
  Appendix B.
  NonPlayer Characters
  Arcane Guard
  Arcane Knight
  Blight Druid
  Bodyguard
  Bodyguard, Elite
  Bounty Hunter
  Bounty Hunter, Elite
  Captain
  Dark Whisperer
  Death Priest
  Divine Trickster
  Dread Lord of Bane
  Dreadmaster
  Foe Hunter
  Frostmaiden
  Hexblade
  Hex Knight
  High Inquisitor
  Inquisitor
  Marshal
  Sergeant
  Shadow Fist Initiate
  Shadow Fist Assassin
  Shadow Fist Master
  Skald
  Skirmisher
  Skirmisher, Elite
  Storm Priest
  Storm Sorcerer
  
  6
  Chapter 1. Bestiary
  Chapter I. The Bestiary
  W 
  ithin the next 300+ pages are four hundred plus 
  creatures, stat blocks, and lore that can be used 
  for any D&D Campaign.  Among the creatures 
  included are 1st, 2nd, and 3rd edition classics as 
  well as original variants.  Among the old favorites 
  returning are the elder orb, gorgimera, lamia noble, 
  margoyle, neo-otyugh, and ultimate tyrant.  Some come from the 
  more obscure sources, and are probably only familiar to a few: the 
  agarat, baelnoroth, gulguthydra, uchuulun, and the urophion.
    The Bestiary serves as an expansion to the Monster Manual.  
  Almost all creatures from the Monster Manual are represented, 
  with additional lore provided for nearly every new variant. These 
  creatures are not just high level rehashes of their original bases.  
  As much as possible, each has been thoughtfully designed to 
  provide a different combat experience, enabling the Dungeon 
  Master to startle and catch player characters off guard.   Good 
  examples of these are the demon and devil variants that bring 
  back the feel of the classics:  vrocks that can perform the dance of 
  ruin, balor lords that can cast spells and dive down like a meteor, 
  and pit fiends with eye beams that can disintegrate their foes.
    The Bestiary's largest impact however will be on the various 
  humanoids and giants, whose ranks swell with various 
  archetypes.  Berserkers, bruisers, champions, chieftians, shamans, 
  skirmishers, marauders, priests, witch doctors, and many more 
  have been created to provide the Dungeon Master flexibility and 
  variety of options to populate their tribes and lairs.  No longer 
  will the Dungeon Master keep using the same type of giant or 
  humanoid in every room the players enter in a lair.  
    In a goblin's lair for example, you can now have goblin 
  skirmishers and cutthroats mixed in with the regular goblins as 
  guards in the common areas.  In worship rooms you can have 
  witch doctors.  In arcane-type rooms you can place alchemists and 
  blackblades.  In the throne area, you can have the chieftain and its 
  bodyguards, with a shaman and goblin boss serving as its council.
    Another thing the Bestiary addresses is creating high CR variants 
  of typically low CR creatures.  This provides the low CR creatures 
  with boss versions, such as the ankheg brood queen, battle horror, 
  harpy witch, werewolf pack lord, and the various elder hags.
    Finally, the Bestiary also provides the Dungeon Master a handful 
  of epic encounters that should challenge the mightiest of player 
  characters.  These include the aboleth overseer, ancient behir, 
  cloaker lord, death knight lord, greater banshee, greater medusa, 
  lamia queen, oni lord, rakshasa rajah, shaitan angels, ultimate 
  tyrant, and the vampire lord.
    As in the Monster Manual, there will be two appendices following 
  the Bestiary.  The first one will be assorted creatures that will 
  feature various vermin and beasts, including the returning 
  greenvise, hatori, and sword spider.  The second one will be 
  various nonplayer characters, which shall feature both low and 
  high level archetypes. 
  
  7
  Chapter 1. Bestiary
  Aarakocra Brave
  Medium humanoid (aarakocra), neutral good
  Armor Class 14
  Hit Points 78 (12d8 + 24)
  Speed 30 ft., fly 60 ft.
  STR           DEX           CON           INT           WIS           CHA 
          10 (+0)      18 (+4)      14 (+1)      11 (+0)      13 (+1)      11 (+0)
  Skills Acrobatics +6, Perception +5 
  Senses passive Perception 15
  Languages Auran 
  Challenge 3 (700 XP)
  Dive Attack.  If the aarakocra is flying and dives at least 30 feet 
  straight toward a target and then hits it with a melee weapon attack, 
  the attack deals an extra 10 (3d6) damage to the target.
  Flyby. The aarakocra doesn't provoke an opportunity attack when it 
  flies out of an enemy's reach.
  Actions
  Multiattack. The aarakocra makes three melee attacks: one with its 
  javelin and two with its talons, or two ranged attacks.
  Talon. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit:  7 (ld6 + 4) slashing damage.
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
  Aarakocra Brave
  Aarakocra braves are masters of aerial combat and serve as their 
  tribe's primary warriors.  They engage in hit and run tactics, taking 
  full advantage of their flyby feature.
  Aarakocra Scout
  Aarakocra scouts serve their tribes as skilled hunters and 
  early-warning sentries. They often engage in reconnaissance 
  missions, searching for any possible threats to their roosts.  On 
  rare occassions they may be hired as scouts, as long as they are 
  convinced that the nature of the work will be not be in detriment 
  to the innocent.
  Aarakocras
  
  8
  Chapter 1. Bestiary
  Aarakocra Scout
  Medium humanoid (aarakocra), neutral good
  Armor Class 13
  Hit Points 32 (6d8 + 6)
  Speed 20 ft., fly 50 ft.
  STR           DEX           CON           INT           WIS           CHA 
         10 (+0)       16 (+3)      12 (+1)      11 (+0)     12 (+1)      11 (+0)
  Skills Nature +4, Perception +5, Stealth +8, Survival +5 
  Senses passive Perception 15
  Languages Auran 
  Challenge 1 (200 XP)
  Dive Attack.  If the aarakocra is flying and dives at least 30 feet 
  straight toward a target and then hits it with a melee weapon attack, 
  the attack deals an extra 7 (2d6) damage to the target.
  Keen Hearing and Sight. The aarakocra has advantage on Wisdom 
  (Perception) checks that rely on hearing or sight.
  Actions
  Multiattack. The aarakocra makes two melee attacks: one with its 
  javelin and one with its talon, or two ranged attacks.
  Talon. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (ld4 + 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.
  Aarakocra Talon of Syranita
  Medium humanoid (aarakocra), neutral good
  Armor Class 13
  Hit Points 97 (15d8 + 30)
  Speed 20 ft., fly 50 ft.
  STR           DEX           CON           INT           WIS           CHA 
          10 (+0)      16 (+3)      14 (+2)      11 (+0)     17 (+3)       11 (+0)
  Skills Nature +6, Perception +9, Stealth +9, Survival +9 
  Senses passive Perception 19
  Languages Auran 
  Challenge 6 (2,300 XP)
  Dive Attack.  If the aarakocra is flying and dives at least 30 feet 
  straight toward a target and then hits it with a melee weapon attack, 
  the attack deals an extra 7 (2d6) damage to the target.
  Fury of Syranita. As a bonus action, the aarakocra can expend a 
  spell slot to cause its melee or ranged weapon attacks to magically 
  deal an extra 13 (3d8) lightning or thunder damage to a target on 
  a hit. This benefit lasts until the end of the turn. If the aarakora 
  expends a spell slot of 2nd level or higher, the extra damage 
  increases by 1d8 for each level above 1st (maximum 6d8).
  Spellcasting. The aarakocra is a 9th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It 
  has the following cleric spells prepared:
  Cantrips (at will): light, mending, resistance, spare the dying
  1st level (4 slots): guiding bolt, healing word, protection from evil 
  and   good
  2nd level (3 slots): augury, hold person, zone of truth
  3rd level (3 slots): beacon of hope, call lightning, mass healing word 
  4th level (3 slots): freedom of movement, ice storm 
  5th level (1 slot): conjure (air) elemental
  Actions
  Multiattack. The aarakocra makes two melee attacks or two ranged 
  attacks.
  Talon. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 5 (ld4 + 3) slashing damage.
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Aarakocra Talon of Syranita
  Once per generation, an aarakocra is born and chosen by their 
  goddess Syranita as an extension of her will.  Known as Talons of 
  Syranita, they serve as their tribe's ever-vigilant guardians against 
  supernatural attack and evil forces, employing divine spells and 
  harnessing the elemental power of air, lightning, and thunder.
  
  9
  Chapter 1. Bestiary
  Aboleths
  Aboleth Overseer
  One of the most powerful and exceedingly insidious creatures 
  that can be encountered in the Realms, the aboleth overseer is an 
  ancient being that has enslaved city after city, leaving despair in its 
  wake.
    Insidious Enslaver. When an aboleth overseer finds a new 
  city near a large body of water (coast, lake, etc.), it begins its 
  onslaught by enslaving nearby locals and criminal elements such 
  as pirates to gather information, all the while being careful not 
  to show its true appearance.  It then works its way up, using the 
  enslaved locals to bring strategic targets (such as officials, wealthy 
  merchants, etc.) to within the aboleth overseer's enslave range.  
    Master Manipulator. Once it has established a network of 
  controlled individuals in strategic positions, it strengthens its 
  stranglehold through bribery, coercion, murder, and enslavement.  
  Within a matter of a few years, the aboleth overseer may have 
  total control of the entire city.  When it has finally acquired all 
  the knowledge and treasure it can gain, or tires of the city, it 
  manipulates its victims to sow distrust and cause mayhem, 
  resulting in civil unrest and mass killings.  It is so devious in 
  its methods that it may leave a city devastated without anyone 
  knowing that it existed.   
  Aboleth Slime Lord
  The slime lord is a species normally found deep in the underwater 
  depths of the Abysm, Demogorgon's palace, and the Far Realm, 
  but can be very rarely encountered in deep, fetid marshy waters 
  and the foulest underdark lakes.  
    Acidic Mucus.  The slime lord is a more disgusting version of 
  an aboleth, if such a thing is even possible.  The foul mucus the 
  aboleth slime lord secretes is so caustic and sticky that it has 
  developed the ability to cast it at targets in order to ensnare and 
  weaken them.  
  
  10
  Chapter 1. Bestiary
  Aboleth Overseer
  Huge aberration, lawful evil
  Armor Class 19 (natural armor)
  Hit Points 294 (28d12 + 112)
  Speed 10 ft., swim 40 ft.
   
  STR           DEX           CON           INT           WIS           CHA  
          24 (+7)        9 (-1)        18 (+4)     20 (+5)      18 (+4)      18 (+4)
   
  Saving Throws Con +9, Int +11, Wis +10 
  Skills Arcana +17, History +17, Perception +16 
  Senses darkvision 120 ft., passive Perception 26
  Languages Deep Speech, telepathy 120 ft.
  Challenge 20 (25,000 XP)
  Amphibious. The aboleth can breathe air and water.  
  Legendary Resistance (3/Day). If the aboleth fails a saving throw, it 
  can choose to succeed instead. 
  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 succeed 
  on a DC 16 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.
  Innate Spellcasting (Psionics). The aboleth's innate spellcasting 
  ability is Intelligence (spell save DC 19). The aboleth can innately 
  cast the following spells, without providing material components: 
  At will: hypnotic pattern, invisibility, phantasmal force
  3/day each: hallucinatory terrain, major image
  2/day each: phantasmal killer, project image
  1/day each: mirage arcane, psychic scream, weird, plane shift (self 
  only)
  Actions
  Multiattack. The aboleth makes four tentacle attacks. 
  Tentacle. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 
  Hit: 18 (2d10 + 7) bludgeoning damage and the target is grappled 
  (escape DC 17). If the target is a creature, it must succeed on a DC 
  18 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: +13 to hit, reach 10 ft., one target. 
  Hit: 23 (3d10 + 7) 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 18 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.
  Fling. One Large or smaller object held or creature grappled by 
  the aboleth is thrown up to 60 feet and knocked prone. If a thrown 
  target strikes a solid surface, the target takes 3 (1d6) bludgeoning 
  damage for every 10 feet it was thrown. If the target is thrown at 
  another creature, that creature must succeed on a DC 17 Dexterity 
  saving throw or take the same damage and be knocked prone.  If the 
  aboleth uses multiattack, it can use its Fling in place of one of its 
  tentacle attacks.
  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.
  Enslave. The aboleth uses its Enslave feature.
  Tail Swipe. The aboleth makes one tail attack.
  Psychic Drain (Costs 2 Actions). One creature charmed by the
  aboleth takes 28 (8d6) psychic damage, and the aboleth regains hit 
  points equal to the damage the creature takes.
  Cast a Spell (Costs 3 Actions). The aboleth casts a spell from its
  list of innate spells, using a spell slot as normal.
       
  
  11
  Chapter 1. Bestiary
  Aboleth Slime Lord
  Large aberration, lawful evil
  Armor Class 18 (natural armor)
  Hit Points 204 (24d10 + 36)
  Speed 10 ft., swim 40 ft.
  STR          DEX          CON          INT          WIS          CHA 
              22 (+6)       9 (-1)      16 (+3)     18 (+4)     16 (+3)     18 (+4)
   
  Saving Throws Con +8, Int +9, Wis +8 
  Skills History +14, Perception +13 
  Senses darkvision 120 ft., passive Perception 23
  Languages Deep Speech, telepathy 120 ft.
  Challenge 13 (10,000 XP)
  Amphibious. The aboleth can breathe air and water.  
  Acidic 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 takes 7 (2d6) acid 
  damage and must succeed on a DC 16 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.  Alternatively, 
  it can use two slime orb attacks.
  Slime Orb. Ranged Spell Attack: +11 to hit, range 120 ft., one target. 
  Hit: 14 (4d6) acid damage and the target must succeed on a DC 16 
  Strength saving throw or be restrained until the end of the aboleth's 
  next turn.
  Tentacle. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 
  Hit: 13 (2d6 + 6) bludgeoning damage plus 10 (3d6) acid damage. 
  If the target is a creature, it must succeed on a DC 16 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: +11 to hit, reach 10 ft., one target. 
  Hit: 15 (3d6 + 5) bludgeoning damage plus 10 (3d6) acid damage.
  Enslave (3/Day). The aboleth targets one creature it can see within 30 
  feet of it. The target must succeed on a DC 16 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.
  Tail Swipe. The aboleth makes one tail attack.
  Psychic Drain (Costs 2 Actions). One creature charmed by the
  aboleth takes 17 (5d6) psychic damage, and the aboleth regains hit 
  points equal to the damage the creature takes.
  Slime Sphere (Costs 3 Actions). The aboleth conjures a ball of 
  acidic slime that explodes at a point it can see within 120 feet of it.  
  Each creature in a 20-foot-radius sphere centered on that point must 
  succeed on a DC 16 Strength saving throw. On a failed save, the target 
  takes 14 (4d6) acid damage and is restrained, or half as much damage 
  and isn't restrained on a successful one.  A restrained creature takes 
  10 (3d6) acid damage at the start of each of the Aboleth's turns.  A 
  restrained creature can use an action to perform a DC 16 Strength 
  (Athletics) or Dexterity (Acrobatics) check, ending the effect on itself 
  on a success.
  
  12
  Chapter 1. Bestiary
  Skum
  Loathsome and disgusting, skums are humanoids that have 
  mutated due to the aboleth's disease and now serve their aboleth 
  masters as slaves and soldiers.  They look like feral amphibious 
  humanoids with limbs ending in webbed claws and feet and a long 
  spiny frill running down its hunched back.
    Skum Beast. These are the poor animals and beasts that have 
  been transformed by the aboleth's disease and now serve as 
  guardians and scouts.
    Skum Hulk.  On very rare occasions, the aboleth might be able 
  to capture and enslave an ogre or even a young giant, transforming 
  it into one of its mutated slaves, making it one of its personal 
  bodyguards.
  Skum
  Medium humanoid (skum), lawful evil
  Armor Class 13 (natural armor)
  Hit Points 11 (2d8 + 2)
  Speed 20 ft., swim 40 ft.
    
  STR            DEX            CON            INT            WIS            CHA
          14 (+2)      11 (+0)       12 (+1)      10 (+0)        10 (+0)        6 (-2)
  Senses darkvision 60 ft., passive  Perception 10
  Languages Aquan
  Challenge 1/4 (50 XP)
  Actions
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 7 (2d4 + 2) slashing damage.
  Skum Hulk
  Large humanoid (skum), lawful evil
  Armor Class 15 (natural armor)
  Hit Points 102 (12d10 + 36)
  Speed 30 ft., swim 50 ft.
    
  STR            DEX            CON            INT            WIS            CHA
         18 (+4)       11 (+0)       16 (+3)       10 (-1)        10 (+0)        6 (-2)
  Senses darkvision 60 ft., passive  Perception 10
  Languages Aquan
  Challenge 4 (700 XP)
  Actions
  Multiattack. The skum makes three attacks: one with its bite and two 
  with its claws.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) slashing damage.
  Claw. MeleE Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage.
  Skum Beast
  Large monstrosity (skum), lawful evil
  Armor Class 14 (natural armor)
  Hit Points 53 (7d10 + 14)
  Speed 30 ft., swim 50 ft.
    
  STR            DEX            CON            INT            WIS            CHA
        16 (+3)        12 (+1)       14 (+2)        3 (-1)         12 (+1)         6 (-2)
  Senses darkvision 60 ft., passive  Perception 13
  Languages Aquan
  Challenge 2 (450 XP)
  Actions
  Multiattack. The skum makes three attacks: one with its bite and two 
  with its claws.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) slashing damage.
  Claw. MeleE Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) slashing damage.
  
  13
  Chapter 1. Bestiary
  While most fallen angels have usually gone astray due to 
  Asmodeus' corruption, some have succumbed to the temptations 
  of Graz'zt, The Dark Prince of Pleasure, or Malcanthet, the 
  Succubus Queen.  These angels are known as shaitan or shayatin.  
  Once beautiful and majestic, they have turned into dark and 
  hateful opposites of their former selves.  
    Shadow Fiends. No longer celestials, these angels have lost 
  some of their powers, including fast flight speed, magic resistance, 
  and the ability to project radiant energy.  These changes resulted 
  in driving most of them insane.   Now as fiends, they draw their 
  power from the Shadowfell and the Abyss. Their bodies are 
  always cloaked with oozing shadows and their eyes limned with 
  abyssal fire.  
    Demonic Servants.  Once messengers and executors of the will 
  of their gods, they now serve Demon Princes as assassins and 
  generals, often leading shadow demons in their missions. Twisted 
  and vengeful, they scheme and bide their time until an opportunity 
  presents itself where they can wreak havoc and deal the most 
  damage against their former gods who have forsaken them, often 
  striking at those who worship them.  
  Deva Shaitan
  Medium fiend (shaitan), chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 136 (16d8 + 64)
  Speed 30 ft., fly 60 ft.
  STR          DEX          CON          INT          WIS          CHA 
            18 (+4)    18 (+4)      18 (+4)    17 (+3)      20 (+5)      18 (+4)
  Saving Throws Wis +9, Cha +8 
  Skills Intimidation +8, Perception +9
  Damage Resistances necrotic; bludgeoning, piercing, and slashing 
  from nonmagical weapons
  Condition Immunities charmed, exhaustion, frightened 
  Senses darkvision 120 ft., passive Perception 19
  Languages all, telepathy 120 ft. 
  Challenge 10 (5,900 XP)
  Fiendish Weapons. The deva's weapon attacks are magical. When 
  the deva hits with any weapon, the weapon deals an extra 4d8 
  necrotic damage (included in the attack). 
  Innate Spellcasting. The deva's innate spellcasting ability is 
  Charisma (spell save DC 16). The deva can innately cast the 
  following spells, without providing material components:
  At will: detect evil and good
  1/day each: contagion, insect plague
  Shadow Stealth. While in dim light or darkness, the deva can take 
  the Hide action as a bonus action. 
  Shadow Step. While in dim light or darkness, the deva can teleport 
  as a bonus action up to 60 feet to an unoccupied space it can see 
  that is also in dim light or darkness. It then has advantage on the 
  first melee attack it makes before the end of the turn.
  Actions
  Multiattack. The deva makes two mace attacks.  It can use Life 
  Drain in place of one mace attack.
  Mace. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 8 (ld6 + 5) bludgeoning damage plus 18 (4d8) necrotic damage.
  Life Drain (3/day). Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one creature. Hit: 20 (4d8 + 2) necrotic damage. The target must 
  succeed on a DC 16 Constitution saving throw or its hit point 
  maximum is reduced by an amount equal to the damage taken. This 
  reduction lasts until the target finishes a long rest. The target dies if 
  this effect reduces its hit point maximum to 0.
  Change Shape. The deva magically polymorphs into a humanoid 
  or beast that has a challenge rating equal to or less than its own, 
  or back into its true form . It reverts to its true form if it dies. Any 
  equipment it is wearing or carrying is absorbed or borne by the 
  new form (the deva's choice). In a new form, the deva retains its 
  game statistics and ability to speak, but its AC, movement modes, 
  Strength, Dexterity, and special senses are replaced by those of the 
  new form, and it gains any statistics and capabilities (except class 
  features, legendary actions, and lair actions) that the new form has 
  but that it lacks.
  Angels, Shaitan
  
  14
  Chapter 1. Bestiary
  Planetar Shaitan
  Large fiend (shaitan), chaotic evil
  Armor Class 19 (natural armor)
  Hit Points 200 (16d10 + 112)
  Speed 40 ft., fly 90 ft.
  STR           DEX           CON           INT           WIS           CHA 
         24 (+7)       20 (+5)      24 (+7)      19 (+4)     22 (+6)       23 (+6)
  Saving Throws Con +12, Wis +11, Cha +11 
  Skills Intimidation +11, Perception +11
  Damage Resistances necrotic; bludgeoning, piercing, and slashing 
  from nonmagical weapons
  Condition Immunities charmed, exhaustion, frightened 
  Senses truesight 120 ft., passive Perception 21
  Languages all, telepathy 120 ft. 
  Challenge 16 (15,000 XP)
  Fiendish Weapons. The planetar's weapon attacks are magical. 
  When the planetar hits with any weapon, the weapon deals an extra 
  5d8 necrotic damage (included in the attack). 
  Innate Spellcasting. The planetar's innate spellcasting ability is 
  Charisma (spell save DC 19). The planetar can innately cast the 
  following spells, without providing material components:
  At will: detect evil and good, invisibility (self only)
  3/day each: blade barrier, contagion, create undead, flame strike
  1/day each: control weather, harm, insect plague
  Shadow Stealth. While in dim light or darkness, the planetar can 
  take the Hide action as a bonus action. 
  Shadow Step. While in dim light or darkness, the planetar can 
  teleport as a bonus action up to 60 feet to an unoccupied space it 
  can see that is also in dim light or darkness. It then has advantage 
  on the first melee attack it makes before the end of the turn.
  Actions
  Multiattack. The planetar makes two greatsword attacks.  It can use 
  Life Drain in place of one greatsword attack.
  Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) necrotic 
  damage.
  Life Drain (4/day). Melee Weapon Attack: +12 to hit, reach 5 ft., 
  one creature. Hit: 30 (6d8 + 3) necrotic damage. The target must 
  succeed on a DC 20 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.
  
  15
  Chapter 1. Bestiary
  Legendary Actions
  The solar 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 solar regains spent 
  legendary actions at the start of its turn.
  Teleport. The solar magically teleports, along with any equipment it 
  is wearing or carrying, up to 120 feet to an unoccupied space it can 
  see.
  Necrotic Burst (Costs 2 Actions). The solar emits magical abyssal  
  energy. Each creature of its choice in a 10-foot radius must succeed 
  on a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 
  14 (4d6) necrotic damage on a failed save, or half as much damage 
  on a successful one.
  Dreadful Glare (Costs 3 Actions). The solar targets one creature 
  it can see within 30 feet of it. The target must succeed on a DC 24 
  Wisdom saving throw against this magic or be frightened. While 
  frightened in this way, the target is paralyzed.  A frightened creature 
  repeats the saving throw at the end of each of its turns, ending 
  the effect on itself with a success.  If the target's saving throw is 
  successful, the target is immune to the solar's gaze for the next 24 
  hours.
  Solar Shaitan
  Large fiend (demon), chaotic evil
  Armor Class 21 (natural armor)
  Hit Points 243 (18d10 + 144)
  Speed 50 ft., fly 120 ft.
  STR           DEX           CON           INT           WIS           CHA 
         26 (+8)       22 (+6)       26 (+8)     25 (+7)     25 (+7)       28 (+9)
  Saving Throws Int +14, Wis +14, Cha +16 
  Skills Intimidation +16, Perception +14
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, poisoned
  Senses truesight 120 ft., passive Perception 24
  Languages all, telepathy 120 ft. 
  Challenge 21 (33,000 XP)
  Fiendish Weapons. The solar's weapon attacks are magical. When 
  the solar hits with any weapon, the weapon deals an extra 6d8 
  necrotic damage (included in the attack). 
  Innate Spellcasting. The solar's innate spellcasting ability is 
  Charisma (spell save DC 24). The solar can innately cast the 
  following spells, without providing material components:
  At will: detect evil and good, invisibility (self only)
  3/day each: blade barrier, create undead, fire storm
  1/day each: control weather, insect plague
  Shadow Stealth. While in dim light or darkness, the solar can take 
  the Hide action as a bonus action. 
  Shadow Step. While in dim light or darkness, the solar can teleport 
  as a bonus action up to 60 feet to an unoccupied space it can see 
  that is also in dim light or darkness. It then has advantage on the 
  first melee attack it makes before the end of the turn.
  Actions
  Multiattack. The solar makes two greatsword attacks.
  Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one 
  target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) necrotic 
  damage.
  Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 
  120/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 
  (6d8) necrotic damage. If the target is a creature that has 100 hit 
  points or fewer, it must succeed on a DC 15 Constitution saving 
  throw or die.
  Flying Sword. The solar releases its greatsword to hover magically 
  in an unoccupied space within 5 feet of it. If the solar can see the 
  sword, the solar can mentally command it as a bonus action to fly up 
  to 50 feet and either make one attack against a target or return to 
  the solar's hands. If the hovering sword is targeted by any effect, the 
  solar is considered to be holding it. The hovering sword falls if the 
  solar dies .
  Life Drain (4/day). Melee Weapon Attack: +16 to hit, reach 5 ft., 
  one creature. Hit: 40 (8d8 + 4) necrotic damage. The target must 
  succeed on a DC 23 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.
  
  16
  Chapter 1. Bestiary
  Animated Wood Statue
  Large construct, unaligned
  Armor Class 14 (natural armor)
  Hit Points 60 (8d10 + 16)
  Speed 20 ft.
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)      11 (+0)      14 (+2)       1 (-5)          5 (-3)          1 (-5)
  Damage Vulnerabilities fire 
  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 2 (450 XP)
  Antimagic Susceptibility.  The statue is incapacitated while in the 
  area of an antimagic field. If targeted by dispel magic, the statue 
  must succeed on a Constitution saving throw against the caster's 
  spell save DC or fall unconscious for 1 minute. 
  False Appearance. While the statue remains motionless, it is 
  indistinguishable from a normal statue.
  Actions
  Multiattack. The statue makes two melee attacks.
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,  one target. Hit: 10 
  (2d6 + 3) bludgeoning damage.
  Animated Stone Statue
  Large construct, unaligned
  Armor Class 16 (natural armor)
  Hit Points 85 (10d10 + 30)
  Speed 20 ft.
  STR           DEX           CON           INT           WIS           CHA 
         18 (+4)        9 (-1)        16 (+3)       1 (-5)          5 (-3)         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 4 (1,100 XP)
  Antimagic Susceptibility.  The statue is incapacitated while in the 
  area of an antimagic field. If targeted by dispel magic, the statue 
  must succeed on a Constitution saving throw against the caster's 
  spell save DC or fall unconscious for 1 minute. 
  False Appearance. While the statue remains motionless, it is 
  indistinguishable from a normal statue.
  Actions
  Multiattack. The statue makes two melee attacks.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 
  (2d8 + 4) bludgeoning damage.
  Animated Objects
  Animated Iron Statue
  Large construct, unaligned
  Armor Class 18 (natural armor)
  Hit Points 114 (12d10 + 48)
  Speed 20 ft.
  STR           DEX           CON           INT           WIS           CHA 
         20 (+5)        9 (-1)        18 (+4)       1 (-5)          5 (-3)         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 5 (1,800 XP)
  Antimagic Susceptibility.  The statue is incapacitated while in the 
  area of an antimagic field. If targeted by dispel magic, the statue 
  must succeed on a Constitution saving throw against the caster's 
  spell save DC or fall unconscious for 1 minute. 
  False Appearance. While the statue remains motionless, it is 
  indistinguishable from a normal statue.
  Actions
  Multiattack. The statue makes two melee attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 
  (2d10 + 5) bludgeoning damage.
  Animated Statues
  Animated statues look very much like large 8-to12-feet tall statues 
  that you can find in temples, gardens, crypts, and palace halls.  
    Faux Golems. Often mistaken for golems, animated statues are 
  less potent but inexpensive substitutes, often crafted to serve as 
  intimidating deterrents to burglars and intruders.  Sometimes, the 
  wealthy families hire unscrupulous wizards and artificers to create 
  golems for them to serve as guardians, and they unknowingly end 
  up paying for animated statues, unable to tell the difference.
    Magic Mouths. Just like animated armors, animated statues are 
  frequently enchanted with scripted speech, so the armor can issue 
  warnings, demand passwords, or deliver riddles, even announcing 
  that they are golems to discourage intruders. 
  
  17
  Chapter 1. Bestiary
  Ankheg Broodling
  Small monstrosity, unaligned
  Armor Class 13 (natural armor), 10 while prone
  Hit Points 9 (2d8)
  Speed 30 ft., burrow 10 ft.
  STR           DEX           CON           INT           WIS           CHA 
            8 (-1)       11 (+0)      10 (+0)        1 (-5)       11 (+0)         6 (-1)
  Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
  Languages ----- 
  Challenge 1/4 (50 XP)
  Actions
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 
  (ld6) slashing damage plus 2 (1d4) acid.
  Acid Spray (Recharge 6). The broodling spits acid in a line that is 
  15 feet long and 5 feet wide. Each creature in that line must succeed 
  on a DC 11 Dexterity saving throw, taking 5 (2d4) acid damage on a 
  failed save, or half as much damage on a successful one.
  Ankheg
  Ankheg Brood Queen
  Huge monstrosity, unaligned
  Armor Class 17 (natural armor), 14 while prone
  Hit Points 114 (12d12+36)
  Speed 40 ft., burrow 20 ft.
  STR           DEX           CON           INT           WIS           CHA 
         23 (+6)      11 (+0)       17 (+3)       1 (-5)       15 (+2)         8 (-1)
  Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12
  Languages ----- 
  Challenge 8 (3,900 XP)
  Lay Egg. As a bonus action, the brood queen can lay an egg that 
  contains an ankheg broodling.  The egg appears in the nearest 
  space within 5 feet of the brood queen.  The egg has an of AC 5 
  and has 5 hit points.  At the end of the brood queen's next turn, the 
  ankheg broodling can use a bonus action to break out of its egg 
  and immediately move and attack the nearest creature that isn't an 
  ankheg.
  Burst Forth (Recharges after a Short or Long Rest). The brood 
  queen breaks through solid ground or wall as a bonus action, 
  showering the area with debris.  Each creature within 15 feet 
  of the brood queen that is surprised must succeed on a DC 17 
  Strength check, taking 20 (4d6 + 6) bludgeoning damage and is 
  knocked prone on a failed save, or half as much damage and isn't 
  knocked prone on a successful one.
  Actions
  Multiattack. The brood queen makes two melee attacks: one with its 
  bite and one with its claws.  
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft.,  one target. 
  Hit: 20 (4d6 + 6) slashing damage plus 7 (2d6) acid.  If the target is 
  a Huge or smaller creature, it is grappled (escape DC 16). Until this 
  grapple ends, the brood queen can bite only the grappled creature 
  and has advantage on attack rolls to do so.
  Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 
  15 (2d8 + 6) slashing damage.  
  Command Ankhegs. The brood queen targets 1d4 ankhegs within 
  30 feet that can see and hear the brood queen.  The target uses its 
  reaction to make one melee attack. 
  Acid Spray (Recharge 5-6). The brood queen spits acid in a line 
  that is 60 feet long and 5 feet wide. Each creature in that line must 
  succeed on a DC 14 Dexterity saving throw, taking 28 (8d6) acid 
  damage on a failed save, or half as much damage on a successful 
  one.
  Animated Brood Queen
  An ankheg brood queen is very rarely seen, as it spends 
  most of its time deep underground where it is well 
  protected by its brood.
    Egg layer. The brood queen is about twice the size of a 
  normal adult ankheg and has a huge bloated abdomen 
  filled with egg sacs.  When threatened, it will lay eggs in 
  which broodlings will hatch from and they will immediately 
  protect their queen.
    Fiercely Territorial.  The brood queen is cunning and 
  very paranoid. Its territorry stretches for miles and it will 
  actively hunt down any other potential brood queen threat, 
  even if it is its progeny.   
    Directors. If ankheg attacks appear to be coordinated 
  and organized, chances are a brood queen is behind them.   
  Adventurers may be hired for the dangerous task of finding 
  its lair and killing it.
  
  18
  Chapter 1. Bestiary
  Azer
  Azer Priest of the Flame
  Medium elemental, lawful neutral
  Armor Class 17 (natural armor, shield)
  Hit Points 113 (15d8 + 45)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         15 (+2)      12 (+1)       16 (+3)      13 (+1)      16 (+3)      13 (+1)
  Saving Throws Con +6, Wis +6
  Skills Perception +6, Religion +4 
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses passive Perception 16
  Languages Ignan 
  Challenge 7 (2,900 XP)
  Extra Heated Weapons. When the azer hits with a metal melee 
  weapon, it deals an extra 7 (2d6) fire damage (included in the attack).
  Heated Body.  A creature that touches the azer or hits it with a melee 
  attack while within 5 feet of it takes 5 (1d10) fire damage. 
  Illumination. The azer sheds bright light in a 10-foot radius and dim 
  light for an additional 10 feet.
  Spellcasting. The azer is a 9th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It 
  has the following cleric spells prepared:
  Cantrips (at will): mending, resistance, sacred flame
  1st level (4 slots): command, healing word
  2nd level (3 slots): aid, hold person, lesser restoration  
  3rd level (3 slots): dispel magic, glyph of warding, meld into stone
  4th level (3 slots): banishment, freedom of movement, stone shape 
  5th level (1 slot): flame strike
  Actions
  Multiattack. The azer makes two melee attacks.
  Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (ld8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning 
  damage if used with two hands to make a melee attack, plus 7 (2d6) 
  fire damage.
  Reactions
  Fiery Retribution (3/day). When a creature within 5 feet of the azer 
  hits the azer with an attack,  and the azer can see the creature, the 
  azer can force the creature to make a DC 14 Dexterity saving throw.  
  The creature takes 13 (3d8) fire damage on a failed saving throw, 
  and half as much damage on a successful one.
  Priest of the Flame
  Divine practioners who worshipped Dumathoin, Gorm Gulthyn, 
  Kossuth, Laduguer, or Moradin, priests of the flame often serve as 
  leaders or chief advisors to their kings.
  Taskmaster
  Cruel and merciless, taskmasters will not hesitate to sacrifice 
  underlings and slaves in battle if needed.
  Zealot
  Fierce fanatics, zealots are often found in the frontlines of battle, 
  their mere presence bolstering and emboldening their allies.
  
  19
  Chapter 1. Bestiary
  Azer Zealot 
  Medium elemental, lawful neutral
  Armor Class 17 (natural armor, shield)
  Hit Points 75 (10d8 + 30)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          19 (+4)      12 (+1)       17 (+3)     12 (+1)      13 (+1)      10 (+0)
  Saving Throws Con +5
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses passive Perception 11
  Languages Ignan 
  Challenge 4 (1,100 XP)
  Extra Heated Weapons. When the azer hits with a metal melee 
  weapon, it deals an extra 3 (1d6) fire damage (included in the attack).
  Heated Body.  A creature that touches the azer or hits it with a melee 
  attack while within 5 feet of it takes 5 (1d10) fire damage. 
  Illumination. The azer sheds bright light in a 10-foot radius and dim 
  light for an additional 10 feet.
  Divine Fury (Recharges after a Long Rest). As a bonus action, 
  the azer can magically infuse its attacks with divine energy.  For 1 
  minute, the first creature the azer hits on each of its turns with a 
  weapon attack takes 8 (1d6 + 5) radiant damage.
  Zealous Presence (Recharges after a Short or Long Rest). As a 
  bonus action, the azer unleashes a battle cry infused with divine 
  energy. Up to ten other creatures of its choice within 60 feet of it that 
  can hear it gain advantage on attack rolls and saving throws until the 
  start of its next turn.
  Actions
  Multiattack. The azer makes two melee attacks.
  Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) bludgeoning damage damage, or 9 (1d10 + 4) 
  bludgeoning damage if used with two hands to make a melee attack, 
  plus 3 (1d6) fire damage.
  Azer Taskmaster
  Medium elemental, lawful neutral
  Armor Class 18 (natural armor, shield)
  Hit Points 90 (12d8 + 36)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)      12 (+1)       16 (+3)     12 (+1)      13 (+1)      14 (+2)
  Saving Throws Con +6
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses passive Perception 11
  Languages Ignan 
  Challenge 5 (1,800 XP)
  Aura of Tyranny. An ally that is within 30 feet of the azer and can see 
  and hear the azer and has less hit points than the azer has advantage 
  to saving throws against being charmed and frightened.
  Extra Heated Weapons. When the azer hits with a metal melee 
  weapon, it deals an extra 7 (2d6) fire damage (included in the attack).
  Heated Body.  A creature that touches the azer or hits it with a melee 
  attack while within 5 feet of it takes 5 (1d10) fire damage. 
  Illumination. The azer sheds bright light in a 10-foot radius and dim 
  light for an additional 10 feet.
  Spur Ally. As a bonus action, the azer targets an allied creature 
  within 30 feet that can see and hear the azer and must have less hit 
  points than the azer.  The target takes 3 (1d6) damage and uses its 
  reaction to make one melee attack with advantage on the roll.
  Actions
  Multiattack. The azer makes two melee attacks.
  Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 
  (1d8 + 4) bludgeoning damage damage plus 7 (2d6) fire damage.
  Hurl Flame. Ranged Spell Attack: +5 to hit, range 60 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.
  
  20
  Chapter 1. Bestiary
  Banshee, Greater
  A greater banshee appears to be like any other banshee at first, 
  except for the power it radiates.  It may be too late however before 
  adventurers can even tell the difference.
    Noble Magic-users.  Greater banshees were once powerful 
  magic practioners in life and often held important responsibilites 
  or positions, such as a queen, royal advisor, or guild wizard.   But 
  due to greed, jealousy, and narcissism, they had schemed and 
  acted out evil and malicious deeds.  
    Vengeful and Malevolent Spirits.  Caught and executed for their 
  crimes, they would rise from the dead after many years, or even 
  centuries, later and haunt their sites, slaying anything living.  They 
  would actively hunt for the descendants of those who they believe 
  have wronged them.
  Agatha
  "The twisted visage of a long-dead elven maiden, her skin 
  withered and stretched along her hollow face and her eyes 
  bereft of color or any spark of life."
  - R. A. Salvatore, The Halfling's Gem
  Agatha was a powerful elven wizard, often described by those 
  few who seen her and returned alive as a graceful elven figure 
  wearing a rich gown and flowing white hair.  However, her 
  skin has shriveled and her eyes are but empty sockets.
    Agatha lives in the Dessarin river region, in a grove that 
  can be found at the end of a trail in the northwest part of the 
  Conyberry area in Neverwinter Winter Wood and southwest 
  of Longsaddle.
    Unlike most banshees, Agatha does not appear to be 
  inherently evil.  She avoids contact whenever possible, 
  and has taken up the task as the protector of the town of 
  Conyberry, sometimes providing the townsfolk with food 
  during the harsh winters and defending againt humanoid 
  raiders.
    It is not impossible to seek her out for her knowledge or 
  trading for magical items, but she has gone very wary and 
  more isolated ever since a magical item of hers, a mask that 
  enabled the wearer to appear as a difference race, was stolen 
  by the dark elf Drizzt and his companions.  Still, Agatha is 
  known to be a collector of spellbooks and artifacts, and may 
  not resist a tempting offer from resourceful adventurers.
  
  21
  Chapter 1. Bestiary
  Banshee, Greater
  Medium undead, chaotic evil
  Armor Class 14
  Hit Points 104 (19d8 + 19)
  Speed 0 ft., fly 60 ft. (hover)
  STR           DEX           CON           INT           WIS           CHA 
           6 (-2)        14 (+2)       12 (+1)     18 (+4)      16 (+3)       19 (+4)
  Saving Throws Dex +7, Int +9, Wis +8, Cha +9 
  Damage Resistances acid, fire, lightning, thunder; bludgeoning,
    piercing, and slashing from nonmagical weapons
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion, frightened,
    grappled, paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Elvish 
  Challenge 13 (10,000 XP)
  Detect Life. The banshee can magically sense the presence of living 
  creatures up to 5 miles away. She knows the general direction 
  they're in but not their exact locations. 
  Incorporeal Movement. The banshee can move through other 
  creatures and objects as if they were difficult terrain. She takes 5 
  (1d10) force damage if she ends her turn inside an object.
  Spellcasting. The banshee is a 12th-level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). 
  It has the following wizard spells prepared:
  Cantrips (at will): mage hand, minor illusion, ray of frost
  1st level (4 slots) : charm person, shield, sleep
  2nd level (3 slots): hold person, misty step, snilloc's snowball swarm
  3rd level (3 slots): bestow curse, major image, lightning bolt
  4th level (3 slots): banishment, ice storm, storm sphere
  5th level (2 slots): cone of cold, dominate person, enervation
  6th level (1 slot): chain lightning
  Actions
  Multiattack. The banshee can use its Dreadful Visage and then use 
  Life Drain.  It can use Kiss of Death in place of Life Drain.
  Life Drain. Melee Spell Attack: + 9 to hit, reach 5 ft., one creature. 
  Hit:  25 (6d6 + 4) necrotic damage. The target must succeed on a DC 
  17 Constitution saving throw or its hit point maximum is reduced by 
  an amount equal to the damage taken. This reduction lasts until the 
  target finishes a long rest. The target dies if this effect reduces its hit 
  point maximum to 0.
  Dreadful Visage. Each non-undead creature within 60 feet of the 
  banshee that can see her must succeed on a DC 17 Wisdom saving 
  throw or be frightened for 1 minute.  If the initial saving throw fails 
  by 5 or more, the creature is paralyzed while frightened in this way.  
  A frightened target can repeat the saving throw at the end of each 
  of its turns, with disadvantage if the banshee is within line of sight, 
  ending the effect on itself on a success. If a target's saving throw 
  is successful or the effect ends for it, the target is immune to the 
  banshee's Dreadful Visage for the next 24 hours.
  Kiss of Death. Melee Spell Attack: +9 to hit, reach 5 ft., one 
  charmed, frightened, or incapacitated male humanoid creature. 
  Hit: The target must succeed on a DC 17 Charisma saving throw. 
  On failed save, the target’s hit points is reduced to 0. On a success, 
  the creature takes 25 (6d6 + 4) necrotic damage and 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.
  Wail (2/day). The banshee releases a mournful wail, provided 
  that she isn't in sunlight. This wail has no effect on constructs and 
  undead. All other creatures within 60 feet of her that can hear her 
  must succeed on a DC 17 Constitution saving throw. On a failure, 
  a creature drops to 0 hit points. On a success, a creature takes 21 
  (6d6) psychic damage.
  Legendary Actions
  The banshee 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 banshee 
  regains spent legendary actions at the start of its turn.
  Move. The banshee up to half its speed without provoking 
    opportunity attacks.
  Life Drain (Costs 2 Actions). The banshee uses its Life Drain.
  Kiss of Death (Costs 2 Actions). The banshee uses its Kiss of 
    Death.
  Cast a Spell (Costs 2 Actions). The banshee casts a spell from its 
    list of prepared spells, using a spell slot as normal.
  Keening (Costs 3 Actions). The banshee uses its Wail.
  
  22
  Chapter 1. Bestiary
  Basilisk, Greater
  Basilisk, Greater
  Large monstrosity, unaligned
  Armor Class 16 (natural armor)
  Hit Points 152 (16d10 + 64)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          20 (+5)       8 (-1)         19 (+4)       2 (-4)       10 (+0)         9 (-1)
  Saving Throws Con +7
  Senses darkvision 60 ft., passive Perception 12
  Languages ----- 
  Challenge 8 (3,900 XP)
  Petrifying Gaze. If a creature starts its turn within 30 feet of the 
  basilisk and the two of them can see each other, the basilisk can 
  force the creature to make a DC 15 Constitution saving throw if the 
  basilisk isn't incapacitated. On a failed save, the creature magically 
  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. 
    A creature that isn't surprised can avert its eyes to avoid the saving 
  throw at the start of its turn. If it does so, it can't see the basilisk 
  until the start of its next turn, when it can avert it s eyes again. If it 
  looks at the basilisk in the meantime, it must immediately make the 
  save. 
    If the basilisk sees its reflection within 30 feet of it in bright light, it 
  mistakes itself for a rival and targets itself with its gaze.
  Actions
  Multiattack. The basilisk makes three melee attacks: one with its 
  bite and two with its claws.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,  one target. Hit: 15 
  (3d6 + 5) percing damage plus 10 (3d6) poison.  
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 
  (1d6 + 5) slashing damage.  
  Poison Breath (Recharge 5-6). The basilisk exhales poison in a 
  30-foot cone. Each creature in that area must succeed on a DC 
  15 Constitution saving throw, taking 36 (8d8) poison damage on a 
  failed save, or half as much damage on a successful one.
  A greater basilisk, often called a true basilisk, is a larger and more 
  fearsome cousin of the more common basilisk.  It has all the same 
  dangerous abilities of the basilisk, but to its size it can now employ 
  its foreclaws as weapons to rend its victims.  Even worse, it can 
  breathe poisonous gas that causes the lungs of those who inhale it 
  to harden and slowly turn to stone.
  
  23
  Chapter 1. Bestiary
  Behir
  Young Behir
  Large monstrosity, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 90 (12d20 + 24)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         19 (+4)      16 (+3)       14 (+2)       5 (-2)       12 (+1)       10 (+0)
  Skills Perception +4, Stealth +6
  Damage Immunities lightning
  Senses darkvision 60 ft., passive Perception 14
  Languages Draconic
  Challenge 5 (1,800 XP)
  Actions
  Multiattack. The behir makes two attacks: one with its bite and one 
  to constrict.
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 15 (2d10 + 4) percing damage.  
  Constrict. Melee Weapon Attack: +7  to hit, reach 5 ft., one Medium 
  or smaller creature. Hit: 9 (1d10 + 4) bludgeoning damage plus 9 
  (1d10 + 4) slashing damage. The target is grappled (escape DC 14) 
  if the behir isn't already constricting a creature, and the target is 
  restrained until this grapple ends.  
  Lightning Breath (Recharge 5-6). The behir exhales a line of 
  lightning that is 15 feet long and 5 feet wide. Each creature in that 
  line must succeed on a DC 14 Dexterity saving throw, taking 49 
  (9d10) lightning damage on a failed save, or half as much damage 
  on a successful one.
  Lightning Breath (Recharge 5-6). The behir exhales a line of 
  lightning that is 40 feet long and 10 feet wide. Each creature in that 
  line must succeed on a DC 20 Dexterity saving throw, taking 82 
  (15d10) lightning damage on a failed save, or half as much damage 
  on a successful one.
  Swallow. The behir makes one bite attack against a Large or 
  smaller target it is grappling. If the attack hits, the target is also 
  swallowed, and the grapple ends. While swallowed, the target is 
  blinded and restrained, it has total cover against attacks and other 
  effects outside the behir, and it takes 28 (8d6) acid damage at the 
  start of each of the behir's turns. A behir can have only up to one 
  Large or two Medium creatures swallowed at a time. 
    If the behir takes 40 damage or more on a single turn from 
  the swallowed creature, the behir must succeed on a DC 22 
  Constitution saving throw at the end of that turn or regurgitate all 
  swallowed creatures, which fall prone in a space within 10 feet 
  of the behir. If the behir dies, a swallowed creature is no longer 
  restrained by it and can escape from the corpse by using 15 feet of 
  movement, exiting prone.
  Legendary Actions
  The behir 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 behir regains spent 
  legendary actions at the start of its turn.
  Detect. The behir makes a Wisdom (Perception) check.
  Move. The behir moves up to half its speed.
  Tail. The behir makes a tail attack. 
  Bite (Costs 2 Actions). The behir makes
    a bite attack. 
  Ancient Behir
  Gargantuan monstrosity, neutral evil
  Armor Class 20 (natural armor)
  Hit Points 330 (20d20 + 120)
  Speed 50 ft.
  STR           DEX           CON           INT           WIS           CHA 
         27 (+8)      16 (+3)       22 (+6)        9 (-1)       16 (+3)       14 (+2)
  Saving Throws Dex +9, Con +12, Wis +9
  Skills Perception +9, Stealth +9
  Damage Immunities lightning
  Senses darkvision 90 ft., passive Perception 19
  Languages Draconic
  Challenge 20 (25,000 XP)
  Legendary Resistance (3/Day). If the behir fails a saving throw, it 
  can choose to succeed instead.
  Actions
  Multiattack. The behir makes three attacks: one with its bite, one to 
  constrict, and one with its tail.
  Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 
  Hit: 30 (4d10 + 8) percing damage plus 7 (2d6) lightning damage.  
  Constrict. Melee Weapon Attack: +14 to hit, reach 5 ft., one Huge 
  or smaller creature. Hit: 24 (3d10 + 8) bludgeoning damage plus 
  24 (3d10 + 8) slashing damage. The target is grappled (escape DC 
  18) if the behir isn't already constricting a creature, and the target is 
  restrained until this grapple ends.  
  Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 
  Hit: 17 (2d8 + 8) bludgeoning damage. 
  Aside from the normal adult 
  behir, there also exists the 
  young and ancient versions.  
  
  24
  Chapter 1. Bestiary
  This section covers 4 species of beholderkin: the elder orb, the eye 
  of flame, the eye of frost, and the ultimate tyrant.
  Elder Orb
  Compared to its normal kin, the Elder Orb is a more advanced and 
  dangerous beholder with the innate ability to cast arcane spells.  
  Save for the Ultimate Tyrant, the Elder Orb is probably the most 
  intelligent of its kind, but also the most cunning, diabolical, and 
  cruel as well. 
    Master Racists.  Elder Orbs sometimes serve as advisors 
  to Ultimate Tyrants, but most are leaders of various beholder 
  Beholders
  factions.  They think of themselves as the pinnacle of 
  beholderkind, as well as pushing beholders as the supreme race 
  and master of all other beings.  They have bribed, threatened, and 
  killed their way to place themselves in strategically high, if not the 
  highest, positions of every faction they have managed to reach, 
  often without revealing their true nature.  It is rumored that the 
  current Xanathar is an Elder Orb.
  
  25
  Chapter 1. Bestiary
  Elder Orb
  Large aberration, lawful evil
  Armor Class 19 (natural armor)
  Hit Points 209 (22d10 + 88)
  Speed 0 ft., fly 20 ft. (hover)
   
  STR           DEX           CON           INT           WIS           CHA  
         10 (+0)       14 (+2)       19 (+4)     19 (+4)      17 (+3)      19 (+4)
   
  Saving Throws Int +10, Wis +9, Cha +10
  Skills Perception +9 
  Damage Resistances poison 
  Condition Immunities prone
  Senses darkvision 120 ft., passive Perception 25
  Languages Deep Speech, Undercommon
  Challenge 17 (18,000 XP)
  Antimagic Cone. The beholder's central eye creates an area of 
  antimagic, as in the anti magic 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.  
  Innate Spellcasting (Psionics). The beholder's innate spellcasting 
  ability is Intelligence (spell save DC 18).  As long as the beholder's 
  antimagic cone is inactive, the beholder can innately cast the 
  following spells, without providing material components: 
  At will: darkness, detect magic, detect thoughts, see invisibility
  3/day each: dispel magic, stoneskin
  2/day each: globe of invulnerability, wall of force
  1/day each: move earth, power word stun
  Actions
  Bite. Melee Weapon Attack: +6 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 18 
  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 18 
  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 18 
  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 18 
  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 bofh. 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 succeed on a DC 
  18 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 18 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 18 
  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 succeed on a DC 
  18 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 18 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 18 
  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 options listed 
  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.  
  Antimagic Cone. The beholder turns which way the cone faces and 
  whether the cone is active.
  Eye Ray. The beholder uses one random eye ray.
  Cast a Spell (Costs 2 Actions). The beholder casts a spell from its
  list of innate spells, using a spell slot as normal.
  Reactions
  Redirect Antimagic Cone. When the beholder sees a creature within 
  150 feet cast a spell, the beholder activates its antimagic cone and 
  points it at the creature.
  
  26
  Chapter 1. Bestiary
  Eye of Flame
  Large aberration, lawful evil
  Armor Class 17 (natural armor)
  Hit Points 128 (15d10 + 45)
  Speed 0 ft., fly 20 ft. (hover)
   
  STR           DEX           CON           INT           WIS           CHA  
         10 (+0)       14 (+2)      16 (+3)     16 (+3)      15 (+2)      16 (+3)
   
  Saving Throws Int +10, Wis +9, Cha +10
  Skills Perception +9 
  Damage Resistances fire 
  Condition Immunities prone
  Senses darkvision 120 ft., passive Perception 25
  Languages Deep Speech, Undercommon
  Challenge 11 (7,200 XP)
  Fire Vulnerability Cone. The beholder's central eye creates an area 
  of vulnerability to fire, in a 120-foot cone, even when the beholder 
  uses its Optic Fire Blast.  While inside the area of effect, a creature 
  that is not immune to fire gains vulnerable to fire.  
    At the start of each of its turns, the beholder decides which way the 
  cone faces and whether the cone is active.   
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 
  (4d6) piercing damage.  
  Eye Rays. The beholder shoots two of the following magical eye rays 
  at random (reroll duplicates), choosing one to two targets it can see 
  within 120 feet of it:
    1. Fire Ray. The targeted creature must succeed on a DC 15 
  Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, 
  or half as much damage on a successful one. 
    2. Fear Ray. The targeted creature must succeed on a DC 15 
  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.
    3. Telekinetic Ray. If the target is a creature, it must succeed on 
  a DC 15 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.
  Optic Fire Blast (Recharge 5-6). The beholder's central eye 
  projects fire in a 60-foot cone. Each creature in that area must 
  succeed on a DC 15 Dexterity saving throw, taking 27 (6d8) fire 
  damage on a failed save, or half as much damage on a successful 
  one.
  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.
  Elder Orb
  The Eye of Flame is a relatively weaker species 
  compared to the common beholder but it is still 
  as devious and ruthless. It closely resembles a 
  normal beholder, save for the crimson tone of its 
  chitinous bony plates. If not lording over less 
  intelligent races, they serve as guardians under 
  the employ of more powerful beholders, red  
  dragons, fire giants, and efreet. Their masters 
  highly value the eye of flame's vulnerability to fire 
  cone, as this makes their fire-based abilities even 
  more dangerous.
  
  27
  Chapter 1. Bestiary
  Eye of Frost
  Large aberration, lawful evil
  Armor Class 17 (natural armor)
  Hit Points 162 (17d10 + 68)
  Speed 0 ft., fly 20 ft. (hover)
   
  STR           DEX           CON           INT           WIS           CHA  
         10 (+0)       14 (+2)      18 (+3)     16 (+3)      15 (+2)      16 (+3)
   
  Saving Throws Int +10, Wis +9, Cha +10
  Skills Perception +9 
  Damage Resistances cold 
  Condition Immunities prone
  Senses darkvision 120 ft., passive Perception 25
  Languages Deep Speech, Undercommon
  Challenge 12 (8,400 XP)
  Cold Vulnerability Cone. The beholder's central eye creates an area 
  of vulnerability to cold, in a 120-foot cone.  While inside the area 
  of effect, a creature that is not immune to cold gains vulnerable to 
  cold.   If a creature takes cold damage while inside the area of effect, 
  it's speed is halved, it can't take reactions, and it can take either an 
  action or a bonus action on its turn, not both.  These effects last until 
  the end of the creature's next turn.
    At the start of each of its turns, the beholder decides which way the 
  cone faces and whether the cone is active.   
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 
  (4d6) piercing damage.  
  Eye Rays. The beholder shoots two of the following magical eye rays 
  at random (reroll duplicates), choosing one to two targets it can see 
  within 120 feet of it:
    1. Frost Ray. The targeted creature must succeed on a DC 15 
  Dexterity saving throw, taking 22 (5d8) cold damage on a failed 
  save, or half as much damage on a successful one. 
    2. Freeze Ray. The targeted creature must succeed on a DC 
  15 Strength saving throw, taking 10 (3d6) cold damage and 
  is restrained for 1 minute, or half as much damage and is not 
  restrained on a successful one. While restrained in this way, 
  the target takes 10 (3d6) cold damage at the start of each of the 
  beholder's turns.  The target can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a success.  
    3. Telekinetic Ray. If the target is a creature, it must succeed on 
  a DC 15 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.
  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.
  Reactions
  Ice Armor. The beholder adds 4 to its AC against one weapon or 
  spell attack that would hit it. To do so, the beholder must see the 
  attacker.
  Eye of Frost
  The Eye of Frost is a solitary type of beholderkin that has 
  mostly shunned the rest of its kind.  It has ivory white chitinous 
  skin that blends well with its preferred snowy surroundings.  
  It is almost always only found in arctic locales or in cavern 
  complexes deep beneath frozen glaciers.   It prefers to have 
  servants and slaves though, thus it would go out of its way to 
  conquer a local humanoid or monstrous tribe, slaying its leaders 
  before finally taking over as its master.  It wouldn't be surprising 
  to find its lair to be occupied by winter wolves, yeti, and arctic 
  goblins that do its bidding.
    As with the Eye of Flame, the Eye of Frost is valued by more 
  powerful cold-type creatures such as white dragons and frost 
  giants for its ability to project cold vulnerability.  Thus, they 
  are often bribed and paid handsomely for their services as lair 
  guardians.
   
  
  28
  Chapter 1. Bestiary
  Ultimate Tyrant (Hive Mother)
  The Ultimate Tyrant, also known as the Hive Mother, is a massive 
  12-foot diameter monstrosity that dwarfs all other beholders.   
  Extremely rare and only found within the beholder communities 
  and even revered as a god, the centuries-old Ultimate Tyrant holds 
  absolute power and dominion over all other beholders.  Its cruelty 
  and tyranny has no limits, and it spends most of its time scheming 
  and planning on how to expand its territorries and reach.
    In combat, the ultimate tyrant prefers to hang back and observe 
  while its minions do the fighting.  If it respects its enemies, it 
  Ultimate Tyrant
  Huge aberration, lawful evil
  Armor Class 20 (natural armor)
  Hit Points 313 (25d12 + 150)
  Speed 0 ft., fly 20 ft. (hover)
   
  STR           DEX           CON           INT           WIS           CHA  
         14 (+2)       14 (+2)      22 (+6)      21 (+5)      19 (+4)      21 (+5)
   
  Saving Throws Int +12, Wis +11, Cha +12
  Skills Perception +11 
  Damage Resistances poison 
  Condition Immunities prone
  Senses darkvision 120 ft., passive Perception 28
  Languages Deep Speech, Undercommon
  Challenge 22 (41,000 XP)
  Antimagic Cone. The ultimate tyrant's central eye creates an area of 
  antimagic, as in the anti magic field spell, in a 150-foot cone. At the 
  start of each of its turns, the ultimate tyrant decides which way the 
  cone faces and whether the cone is active. The area works against 
  the ultimate tyrant's own eye rays.  
  Innate Spellcasting (Psionics). The ultimate tyrant's innate 
  spellcasting ability is Intelligence (spell save DC 20).  As long as 
  the ultimate tyrant's antimagic cone is inactive, the ultimate tyrant 
  can innately cast the following spells, without providing material 
  components: 
  At will: darkness, detect magic, detect thoughts, see invisibility
  3/day each: banishment, dispel magic, stoneskin
  2/day each: globe of invulnerability, wall of force, move earth
  1/day each: Abi-dalzim’s horrid wilting, power word stun
  Actions
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 
  (4d8 + 2) piercing damage.  
  Command Beholders. The ultimate tyrant targets up to 4 beholders 
  within 60 feet that can see and hear the ultimate tyrant.  The target 
  uses its reaction to make one bite or eye ray attack.
  Eye Rays. The ultimate tyrant shoots four of the following magical 
  eye rays at random (reroll duplicates), choosing one to four targets it 
  can see within 120 feet of it:
    1. Charm Ray. The targeted creature must succeed on a DC 20 
  Wisdom saving throw or be charmed by the ultimate tyrant for 1 
  hour, or until the ultimate tyrant harms the creature.
    2. Paralyzing Ray. The targeted creature 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.
    3. Fear Ray. The targeted creature must succeed on a DC 20 
  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 20 
  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 bofh. 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 succeed on a DC 
  20 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 20 Strength saving throw or the ultimate tyrant moves it up to 30 
  feet in any direction. It is restrained by the ray's telekinetic grip until 
  the start of the ultimate tyrant's next turn or until the ultimate tyrant 
  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 ultimate tyrant 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 20 
  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 succeed on a DC 
  20 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 20 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 di sintegrated 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 20 
  Dexterity saving throw or take 55 (10d10) necrotic damage. The 
  target dies if the ray reduces it to 0 hit points.
  Legendary Actions
  The ultimate tyrant can take 3 legendary actions, using the options 
  listed below. It can take only one legendary action at a time and only 
  at the end of another creature's turn. The ultimate tyrant regains 
  spent legendary actions at the start of its turn.  
  Antimagic Cone. The ultimate tyrant turns which way the cone faces 
    and whether the cone is active.
  Command Beholders. The ultimate tyrant targets up to 2 beholders 
    within 60 feet that can see and hear the ultimate tyrant.  The target 
    uses its reaction to make one bite or eye ray attack.
  Eye Ray. The ultimate tyrant uses one random eye ray.
  Cast a Spell (Costs 2 Actions). The ultimate tyrant casts a spell 
    from its list of innate spells, using a spell slot as normal.
  Eye Frenzy (Costs 3 Actions). The ultimate tyrant uses three 
    random eye rays.
  Reactions
  Redirect Antimagic Cone. When the ultimate tyrant sees a creature 
  within 150 feet cast a spell, the ultimate tyrant activates its antimagic 
  cone and points it at the creature.
  unleashes its eye rays at the most vulnerable targets while keeping 
  its central eye focused on enemy spellcasters.  If it does not, it 
  moves in to take a bite at them instead.
   
  
  29
  Chapter 1. Bestiary
  Blight
  Tree Blight
  Large plant, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 76 (8d10 + 32)
  Speed 20 ft.
  STR           DEX           CON           INT           WIS           CHA 
         19 (+4)        8 (-1)        18 (+4)        5 (-3)       10 (+0)        3 (-4)
  Skills Stealth + 1
  Damage Resistances bludgeoning, piercing
  Damage Vulnerabilities fire 
  Condition Immunities blinded, deafened
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 10
  Languages Common
  Challenge 3 (700 XP)
  False Appearance. While the tree blight remains motionless, it is 
  indistinguishable from a normal dead or leafless tree.
  Actions
  Multiattack. The tree blight makes two claw attacks.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 
  (2d6 + 4) slashing damage, and the target is grappled (escape DC 
  14). The tree blight has two claws, each of which can grapple only 
  one target.
  Ancient Blight
  Huge plant, neutral evil
  Armor Class 16 (natural armor)
  Hit Points 138 (12d12 + 60)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         23 (+6)        8 (-1)         21 (+5)       5 (-3)       10 (+0)        3 (-4)
  Skills Stealth + 2
  Damage Resistances bludgeoning, piercing
  Damage Vulnerabilities fire 
  Condition Immunities blinded, deafened
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 10
  Languages Common
  Challenge 6 (2,300 XP)
  False Appearance. While the ancient blight remains motionless, it is 
  indistinguishable from a normal dead or leafless ancient tree.
  Grasping Roots. The ancient blight can have up to six root tendrils 
  at a time. Each root tendril can be attacked (AC 15; 10 hit points). 
  Destroying a root tendril deals no damage to the ancient blight, but 
  reduces its number of root tendrils. A root tendril can also be broken 
  if a creature takes an action and succeeds on a DC 17 Strength 
  check against it.  A lost root tendril regrows after 24 hours.
  Siege Monster. The ancient blight deals double damage to objects 
  and structures.
  Actions
  Multiattack. The ancient blight makes six attacks: four with its root 
  tendrils and two with its slam.
  Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 
  (3d6 + 6) bludgeoning damage.
  Root Tendril. Melee Weapon Attack: +9 to hit, reach 20 ft., one 
  creature. Hit: The target is grappled (escape DC 16). Until the 
  grapple ends, the target is restrained, and the ancient blight can't 
  use the same root tendril on another target.
  Ancient Blight
  Ancient blights were once treants that have been corrupted by 
  the blood of Gulthias.  It resembles a normal dead tree from 
  afar, until its roots come alive and become grasping, clawing 
  tendrils when a victim comes too close.  Once it has captured its 
  prey, the ancient blight clubs it to death with its powerful limbs.  
  It then lets the victim's blood drain into the ground where its 
  roots wait to absorb it.  
  Tree Blight
  Tree blights are corrupted awakened trees.  They no longer 
  swing their limbs but instead have branches that  end in claws 
  which they use to tear their victims to shreds.    The insidious 
  tree blights will mostly set themselves near a seldomly used 
  path or animal trail and lie in wait amongst other snags.  It is 
  not uncommon to find them around a hag's lair.
  
  30
  Chapter 1. Bestiary
  Bugbear
  Bugbear Bruiser
  Medium humanoid (goblinoid), chaotic evil
  Armor Class 14 (hide armor) 
  Hit Points 83 (11d8 + 33)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         18 (+4)      14 (+2)       16 (+3)       8 (-1)       11 (+0)         9 (-1)
  Skills Stealth +6, Survival +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin 
  Challenge 4 (1,100 XP)
  Brute. A melee weapon deals one extra die of its damage when the 
  bugbear hits with it (included in the attack).
  Surprise Attack. If the bugbear surprises a creature and hits it with 
  an attack during the first round of combat, the target takes an extra 
  7 (2d6) damage from the attack.
  Actions
  Multiattack. The bugbear makes two attacks with its greataxe or 
  javelin.
  Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 17 (2d12 + 4) slashing damage and the target gains 
  disadvantage on its next attack roll until the end of its next turn.
  Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage in 
  melee or 6 (1d6 + 4) piercing damage at range.
  Bruiser
  Bruisers are a bugbear tribe's shock troops, always on the 
  frontlines leading the raid or attack.  They are often armed with 
  greataxes but some may wield two weapons at a time.
  Champion of Hruggek
  Believed to be blessed by the bugbear deity, the Champion of 
  Hruggek is often the largest and mightiest bugbear of the tribe.  
  Wielding an oversized morningstar, this monstrous bugbear can 
  stagger even the hardiest of opponents if it hits them hard enough.
  Footpad
  Cunning and sneaky, the footpads serve as the tribe's scouts and 
  assassins.  They can infiltrate enemy camps, strangle targets 
  quietly with their garrotes, and leave without getting noticed.
  Marauder
  These highly mobile bugbears are killers who aim to break enemy 
  ranks and distract defenders with their attacks.  In battle, the 
  raiders move to flank their foes or rush vulnerable targets in order 
  to create openings for their allies.  
  Priest of Hruggek
  The priests often hold the most influence and political power of a 
  tribe.  They are primarily concerned with advancing Hruggek's and 
  their tribes' interests, as well as their own.  
    While they primarily serve as support, priests of Hruggek relish 
  the opportunity to be in the thick of the battle, smiting foes with 
  their empowered weapons as well as bestowing boons to nearby 
  allies.
  Bugbear Champion of Hruggek
  Medium humanoid (goblinoid), chaotic evil
  Armor Class 16 (breastplate) 
  Hit Points 128 (15d8 + 60)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         20 (+5)      14 (+2)       16 (+3)     10 (+0)      12 (+1)      11 (+0)
  Saving Throws Str +8, Dex +5, Con +6 
  Skills Athletics +8, Intimidation +3, Stealth +8, Survival +4
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Goblin 
  Challenge 6 (2,300 XP)
  Brute. A melee weapon deals one extra die of its damage when the 
  bugbear hits with it (included in the attack).
  Indomitable (2/Day). The bugbear rerolls a failed saving throw.  It 
  must use the new roll.
  Second Wind (Recharges after a Short or Long Rest). As a bonus 
  action, the bugbear can regain 15 hit points.
  Surprise Attack. If the bugbear surprises a creature and hits it with 
  an attack during the first round of combat, the target takes an extra 
  7 (2d6) damage from the attack.
  Actions
  Multiattack. The bugbear makes two attacks with its greataxe or 
  javelin.
  Great Morningstar. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 18 (2d12 + 5) bludgeoning damage.  If the target is 
  a creature and the attack roll against the target succeeds by 5 or 
  more, the target must succeed on a DC 16 Constitution saving throw 
  or be stunned until the end of its next turn.
  Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage in 
  melee or 8 (1d6 + 5) piercing damage at range.
  
  31
  Chapter 1. Bestiary
  Bugbear Priest of Hruggek
  Medium humanoid (goblinoid), chaotic evil
  Armor Class 16 (hide armor, shield)
  Hit Points 61 (11d8 + 11)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         15 (+2)       14 (+2)      13 (+1)      10 (+1)     16 (+3)       13 (+1)
  Saving Throws Con +4, Wis +6
  Skills Perception +6, Stealth +8
  Senses darkvision 60 ft., passive Perception 16
  Languages Common, Goblin 
  Challenge 5 (1,800 XP)
  Brute. A melee weapon deals one extra die of its damage when the 
  bugbear hits with it (included in the attack). 
  Fury of Hruggrek. As a bonus action, when the bugbear hits a 
  creature with a weapon attack, it can expend a spell slot to deal 
  1d8 poison damage to the target, and the target must succeed on a 
  DC 14 Wisdom saving throw or be frightened until the end of the 
  bugbear's next turn. If the bugbear expends a spell slot of 2nd level 
  or higher, the extra poison damage increases by 1d8 for each level 
  above 1st (maximum 5d8).  
  Bugbear Footpad
  Medium humanoid (goblinoid), chaotic evil
  Armor Class 15 (studded leather)
  Hit Points 39 (7d7 + 7)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         14 (+2)      17 (+3)       13 (+1)      12 (+1)      11 (+0)        9 (-1)
  Skills Perception +2, Stealth +7, Survival +2
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Goblin 
  Challenge 2 (450 XP)
  Brute. A melee weapon deals one extra die of its damage when the 
  bugbear hits with it (included in the attack).
  Cunning Action. The bugbear can take the Dash, Disengage, or Hide 
  action as a bonus action on each of its turns. 
  Sneak Attack (1/Turn). The bugbear deals an extra 10 (3d6) damage 
  when it hits a target with a weapon attack and has advantage on 
  the attack roll, or when the target is within 5 feet of an ally of the 
  bugbear that isn't incapacitated and the bugbear doesn't have 
  disadvantage on the attack roll.
  Actions
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  10 (2d6 + 3) slashing damage.
  Garrote. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium 
  or Small creature against which the bugbear has advantage on the 
  attack roll. Hit: 8 (2d4 + 3) bludgeoning damage, and the target is 
  grappled (escape DC 12). Until the grapple ends, the target can't 
  breathe and takes 16 (4d4 + 6) bludgeoning damage at the start of 
  each of the bugbear's turns. The bugbear can't make weapon attacks 
  while grappling a creature in this way.
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage in 
  melee or 6 (1d6 + 3) piercing damage at range.
  Surprise Attack. If the bugbear surprises a creature and hits it with 
  an attack during the first round of combat, the target takes an extra 
  7 (2d6) damage from the attack.
  Spellcasting. The bugbear is a 10th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It 
  has the following cleric spells prepared:
  Cantrips (at will): resistance, sacred flame, thaumaturgy
  1st level (4 slots): bane, healing word, shield of faith
  2nd level (3 slots): augury, hold person, silence  
  3rd level (3 slots): dispel magic, glyph of warding, revivify
  4th level (3 slots): banishment, freedom of movement 
  5th level (2 slots): contagion, flame strike
  Actions
  Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 11 (2d8 + 2) bludgeoning damage.
  Reactions
  Blessing of Hruggek (3/day). The bugbear grants a + 5 bonus to an 
  attack roll made by a goblinoid creature it can see within 30 feet of 
  it. If the goblinoid hits, it deals an extra 7 (2d6) poison damage. The 
  bugbear can make this choice after the roll is made but before it hits 
  or misses.
  Bugbear Marauder
  Medium humanoid (goblinoid), chaotic evil
  Armor Class 16 (hide armor, shield) 
  Hit Points 72 (Skir1d8 + 22)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         16 (+3)      14 (+2)       13 (+1)        8 (-1)       11 (+0)        9 (-1)
  Skills Perception +2, Stealth +7, Survival +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin 
  Challenge 3 (700 XP)
  Brute. A melee weapon deals one extra die of its damage when the 
  bugbear hits with it (included in the attack).
  Lightfooted. The bugbear can take the Dash or Disengage action as 
  a bonus action on each of its turns. 
  Surprise Attack. If the bugbear surprises a creature and hits it with 
  an attack during the first round of combat, the target takes an extra 
  7 (2d6) damage from the attack.
  Distracting Strike (1/Turn). When the bugbear hits a creature 
  with a weapon attack, the next attack roll against the target by an 
  attacker other than the bugbear has advantage if the attack is made 
  before the start of the bugbear's next turn.
  Actions
  Multiattack. The bugbear makes two attacks with its morningstar 
  or  javelin.
  Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 12 (2d8 +3) bludgeoning damage.
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage in 
  melee or 6 (1d6 + 3) piercing damage at range. 
  
  32
  Chapter 1. Bestiary
  Bullywugs
  Brute
  These 7-foot tall, squat monstrosities look like humanoid bullfrogs, 
  and are the most savage of their kind.  They will try to eat anything 
  they can kill and fit into their maws, even other bullywugs.
  Chieftain
  The opportunistic bullywug chieftain cares nothing more than 
  to fatten itself up and accumulate as much wealth as it can.  It 
  will not hesitate to sacrifice its kin it if will in any way improve 
  its current standing.  But if forced into battle, it will fight fiercely 
  and lead its troops... for as long its life will not be in any imminent 
  danger.
  Swamp Stalker
  Swampstalkers serve its bullywug tribe as their best scouts and 
  hunters.  If they find an opportunity to strike without getting 
  noticed, they will do so.  If not, they will lie in wait, observe their 
  prey, and report back to the tribe.
  Witch Doctor
  Bullywugs used to revere Ramenos, an evil and gluttonous deity 
  that has long since died.  And yet it is not fully understood how 
  bullywug witch doctors continue to draw supernatural power from 
  him, enabling to imbue themselves with deadly, poisonous attacks.
   
  
  33
  Chapter 1. Bestiary
  Bullywug Brute
  Medium humanoid (bullywug), neutral evil
  Armor Class 13 (hide armor) 
  Hit Points 53 (7d8 + 24)
  Speed 20 ft., swim 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         16 (+3)       12 (+1)      16 (+3)        7 (-2)       11 (+0)        7 (-2)
  Skills Stealth +3, Survival +2
  Senses Perception 10
  Languages Bullywug 
  Challenge 2 (450 XP)
  Amphibious. The bullywug can breathe air and water. 
  Brute. A melee weapon deals one extra die of its damage when the 
  bullywug hits with it (included in the attack).
  Speak with Frogs and Toads. The bullywug can communicate 
  simple concepts to frogs and toads when it speaks in Bullywug.
  Swamp Camouflage. The bullywug has advantage on Dexterity 
  (Stealth) checks made to hide in swampy terrain.
  Standing Leap. The bullywug's long jump is up to 30 feet and its 
  high jump is up to 15 feet, with or without a running start.
  Actions
  Multiattack. The bullywug makes two melee attacks: one with its 
  bite and one with its greataxe.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 8 (2d4 + 3) piercing damage.  
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 16 (2d12 +3) slashing damage.
  Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage, or 12 
  (2d8 + 3) piercing damage if used with two hands to make a melee 
  attack.
  Bullywug Chieftain
  Medium humanoid (bullywug), neutral evil
  Armor Class 17 (chain shirt, shield) 
  Hit Points 72 (11d8 + 22)
  Speed 20 ft., swim 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         14 (+2)      14 (+2)       14 (+2)       8 (-1)       12 (+1)       10 (+0)
  Skills Perception +3, Stealth +4
  Senses Perception 13
  Languages Bullywug 
  Challenge 4 (1,100 XP)
  Amphibious. The bullywug can breathe air and water. 
  Speak with Frogs and Toads. The bullywug can communicate 
  simple concepts to frogs and toads when it speaks in Bullywug.
  Swamp Camouflage. The bullywug has advantage on Dexterity 
  (Stealth) checks made to hide in swampy terrain.
  Standing Leap. The bullywug's long jump is up to 20 feet and its 
  high jump is up to 10 feet, with or without a running start.
  Actions
  Multiattack. The bullywug makes three melee attacks: one with its 
  bite and two with its spear.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage. 
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the 
  target must succeed on a DC 12 Constitution saving throw, taking 
  21 (6d6) poison damage on a failed save, or half as much damage 
  on a successful one.
  Battle Croak (1/Day). The bullywug emits a frenzy-inducing croak.  
  Up to six bullywug allies that are within 30 feet of this bullywug 
  can use their reaction to move up to half their speed and make one 
  melee weapon attack with disadvantage on the attack roll.  The 
  bullywug can then take the Dash, Disengage, or Hide action as a 
  bonus action.
  Reactions
  Redirect Attack. When a creature the bullywug can see targets it 
  with an attack, the bullywug chooses another bullywug within 5 
  feet of it. The two bullywugs swap places, and the chosen bullywug 
  becomes the target instead.
  
  34
  Chapter 1. Bestiary
  Bullywug Swampstalker
  Medium humanoid (bullywug), neutral evil
  Armor Class 16 (hide, shield) 
  Hit Points 17 (3d8 + 3)
  Speed 20 ft., swim 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         12 (+1)       14 (+2)      13 (+1)        7 (-2)       10 (+0)        7 (-2)
  Skills Stealth +3
  Senses Perception 10
  Languages Bullywug 
  Challenge 1/2 (100 XP)
  Amphibious. The bullywug can breathe air and water. 
  Speak with Frogs and Toads. The bullywug can communicate 
  simple concepts to frogs and toads when it speaks in Bullywug.
  Spellcasting. The bullywug is a 3rd-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 13). It has the following ranger 
  spells prepared:
  1st level (3 slots): ensnaring strike, hunter's mark, zephyr strike
  Standing Leap. The bullywug's long jump is up to 20 feet and its 
  high jump is up to 10 feet, with or without a running start.
  Stealthy. On each of its turns, the bullywug can use a bonus action 
  to take the Hide action. 
  Swamp Camouflage. The bullywug has advantage on Dexterity 
  (Stealth) checks made to hide in swampy terrain.
  Swamp Strider. Moving through nonmagical difficult swampy 
  terrain doesn't cost the bullywug extra movement.
  Slay Foe (1/Turn). The bullywug deals an extra 4 (1d8) damage 
  with its weapon attack if it hits a creature that doesn't have all its hit 
  points.
  Actions
  Multiattack. The bullywug makes two melee attacks: one with its 
  bite and one with its javelin.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage.  
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Bullywug Witch Doctor
  Medium humanoid (bullywug), neutral evil
  Armor Class 15 (hide armor, shield) 
  Hit Points 59 (9d8 + 18)
  Speed 20 ft., swim 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         12 (+1)      12 (+1)       14 (+2)       8 (-1)       16 (+3)         9 (-1)
  Skills Perception +5, Stealth +3
  Senses Perception 15
  Languages Bullywug 
  Challenge 3 (700 XP)
  Amphibious. The bullywug can breathe air and water. 
  Speak with Frogs and Toads. The bullywug can communicate 
  simple concepts to frogs and toads when it speaks in Bullywug.
  Swamp Camouflage. The bullywug has advantage on Dexterity 
  (Stealth) checks made to hide in swampy terrain.
  Standing Leap. The bullywug's long jump is up to 20 feet and its 
  high jump is up to 10 feet, with or without a running start.
  Spellcasting. The bullywug is a 7th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It 
  has the following cleric spells prepared:
  Cantrips (at will): light, sacred flame, thaumaturgy
  1st level (4 slots): bane, healing word, protection from evil and good
  2nd level (3 slots): augury, hold person  
  3rd level (3 slots): bestow curse, feign death, mass healing word
  4th level (1 slot): banishment, control water 
  Actions
  Multiattack. The bullywug makes two melee attacks: one with its 
  bite and one with its spear.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 
  (1d4 + 3) piercing damage, damage, and the target must succeed on 
  a DC 12 Constitution saving throw, taking 21 (6d6) poison damage 
  on a failed save, or half as much damage on a successful one. 
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d6 + 3) piercing damage, and the 
  target must succeed on a DC 12 Constitution saving throw, taking 
  21 (6d6) poison damage on a failed save, or half as much damage 
  on a successful one.
  Reactions
  Poisonous Retribution (2/day). When a creature within 30 feet 
  the bullywug hits an ally of the bullywug with an attack, and the 
  bullywug can see the creature, the bullywug can force the creature 
  to make a DC 13 Constitution saving throw.  On a failed save, the 
  creature takes 14 (4d6) poison damage and is blinded until the 
  end of the bullywug's next turn, or half as much damage and is not 
  blinded on a successful one.
  
  35
  Chapter 1. Bestiary
  Hit: 38 (5d12 + 6) percing damage, and if the target is Medium or 
  smaller, it is grappled (escape DC 16). Until this grapple ends, the 
  bulette can bite only the grappled creature and has advantage on 
  attack rolls to do so.
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 
  19 (3d8 + 6) slashing damage.  
  Deadly Leap. If the bulette jumps at least 15 feet as part of its 
  movement, it can then use this action to land on its feet in a 
  space that contains one or more other creatures. Each of those 
  creatures must succeed on a DC 18 Strength or Dexterity saving 
  throw (target's choice) or be knocked prone and take 19 (3d8 + 
  6) bludgeoning damage plus 19 (3d8 + 6) slashing damage. On 
  a successful save, the creature takes only half the damage, isn't 
  knocked prone, and is pushed 5 feet out of the bulette's space into 
  an unoccupied space of the creature's choice. If no unoccupied 
  space is with in range, the creature instead falls prone in the 
  bulette's space.
  Swallow. The bulette makes one bite attack against a Medium or 
  smaller target it is grappling. If the attack hits, the target is also 
  swallowed, and the grapple ends. While swallowed, the target is 
  blinded and restrained, it has total cover against attacks and other 
  effects outside the bulette, and it takes 21 (6d6) acid damage at the 
  start of each of the bulette's turns. A bulette can have only up to one 
  Medium or two Small creatures swallowed at a time. 
    If the bulette takes 30 damage or more on a single turn from 
  the swallowed creature, the bulette must succeed on a DC 17 
  Constitution saving throw at the end of that turn or regurgitate all 
  swallowed creatures, which fall prone in a space within 10 feet of 
  the bulette. If the bulette dies, a swallowed creature is no longer 
  restrained by it and can escape from the corpse by using 10 feet of 
  movement, exiting prone.
  Great Bulette
  Huge monstrosity, unaligned
  Armor Class 18 (natural armor)
  Hit Points 189 (14d12 + 98)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         23 (+6)      11 (+0)       25 (+7)       2 (-4)        10 (+0)        5 (-3)
  Skills Perception +8
  Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 18
  Languages ----- 
  Challenge 12 (8,400 XP)
  Standing Leap. The bulette's long jump is up to 40 feet and its high 
  jump is up to 20 feet, with or without a running start.
  Burst Forth (Recharges after a Short or Long Rest). The bulette 
  breaks through solid ground or wall as a bonus action, showering 
  the area with debris.  Each creature within 15 feet of the bulette 
  that is surprised must succeed on a DC 18 Strength check, taking 
  20 (4d6 + 6) bludgeoning damage and is knocked prone on a 
  failed save, or half as much damage and isn't knocked prone on a 
  successful one.
  Relentless (Recharges after a Short or Long Rest). If the bulette 
  takes 29 damage or less that would reduce it to 0 hit points, it is 
  reduced to 1 hit point instead.
  Actions
  Multiattack. The bulette makes three melee attacks: one with its 
  bite and two with its claws.
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft.,  one target. 
  Bullete
  Great Bulette
  Even more terrible than the bulettes 
  are their very rare elder cousins, the 
  great bulettes.
    About the size of a two-story 
  house, the ferocious great bulette 
  can lay waste to a village in a hours 
  day and not leave a single survivor.  
  Adventurers have stumbled into 
  dungeons that have been stripped 
  of its inhabitants, devoured by the 
  massive bulette that only cares to 
  eat, leaving only gaping tunnels and 
  pits in its wake.
    In combat, the great bulette 
  prefers to ambush its prey by 
  bursting forth from underground 
  to knock them down.  It then uses 
  Deadly Leap if it can hit two or 
  more targets.  Afterwards, it will 
  focus on trying to catch a target 
  with its bite so that it can swallow it.
  
  36
  Chapter 1. Bestiary
  Hell Knight
  Hell Knights are the fiendish antipaladins.  They are fearless and 
  cruel and often serve as the commander of a small fiendish army.
  Warlock of the Fiend
  Common amongst exceptional cambions, the Dark Magus is a 
  warlock of the fiend and take advantage of their bloodline to great 
  effect.  Their lust for power and knowledge is unparalleled.
  Abyssal Trickster
  Some cambions prefer the more subtle ways of fighting behind the 
  scenes or to toy with and torment their enemies.  These are the 
  cambions who take the path of the arcane trickster.
  Cambion Hell Knight
  Medium fiend, lawful evil
  Armor Class 19 (scale mail)
  Hit Points 190 (20d8 + 100)
  Speed 30 ft., fly 60 ft.
  STR          DEX          CON          INT          WIS          CHA 
            20 (+5)    14 (+2)      20 (+5)     12 (+1)     14 (+2)     16 (+3)
  Saving Throws Str +9, Con +9, Wis +6, Cha +7 
  Skills Deception +7, Intimidation +7, Perception +6, Stealth +6
  Damage Resistances cold, fire, lightning, poison; bludgeoning,
  piercing, and slashing from nonmagical weapons
  Senses darkvision 60 ft., passive Perception 16
  Languages Abyssal, Common, Infernal 
  Challenge 9 (5,000 XP)
  Fiendish Blessing. The AC of the cambion includes its Charisma 
  bonus. 
  Innate Spellcasting. The cambion's innate spellcasting ability is 
  Charisma (spell save DC 16). The cambion can innately cast the 
  following spells, without providing material components:
  3/day each: alter self, command, detect magic
  1/day: plane shift (self only)
  Smite (1/Turn). As a bonus action, when the cambion hits a creature 
  with a weapon attack, it can expend a 1st level spell slot to deal 2d8 
  necrotic damage to the target. If the cambion expends a spell slot of 
  2nd level or higher, the extra necrotic damage increases by 1d8 for 
  each level above 1st (maximum 5d8).
  Spellcasting. The cambion is a 10th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It 
  has the following paladin spells prepared:
  1st level (4 slots): command, protection from evil and good, wrathful 
  smite
  2nd level (3 slots): branding smite, magic weapon
  3rd level (2 slots): blinding smite, dispel magic
  Actions
  Multiattack. The cambion makes two melee attacks or uses its Fire 
  Ray twice.
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 12 (2d6 + 5) slashing damage plus 4 (1d8) fire damage.
  Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one creature. 
  Hit: 10 (3d6) fire damage. 
  Fiendish Charm. One humanoid the cambion can see within 30 feet 
  of it must succeed on a DC 15 Wisdom saving throw or be magically 
  charmed for 1 day. The charmed target obeys the cambion's spoken 
  commands. If the target suffers any harm from the cambion or 
  another creature or receives a suicidal command from the cambion, 
  the target can repeat the saving throw, ending the effect on itself on 
  a success. If a target's saving throw is successful, or if the effect ends 
  for it, the creature is immune to the cambion's Fiendish Charm for 
  the next 24 hours.
  Dreadful Aspect (Recharges after a Short or Long Rest). The 
  cambion exudes magical menace. Each enemy within 30 feet of 
  the cambion must succeed on a DC 15 Wisdom saving throw or 
  be frightened for l minute. If a frightened target ends its turn more 
  than 30 feet away from the cambion, the target can repeat the saving 
  throw, ending the effect on itself on a success.
  Cambion
  
  37
  Chapter 1. Bestiary
  Cambion Warlock of the Fiend
  Medium fiend, neutral evil
  Armor Class 14 (17 with mage armor)
  Hit Points 119 (14d8 + 56)
  Speed 30 ft., fly 60 ft.
  STR          DEX          CON          INT          WIS          CHA 
            14 (+2)    14 (+2)      18 (+4)     16 (+3)     16 (+3)     18 (+4)
  Saving Throws Con +8, lnt +7, Wis +7,  Cha +8 
  Skills Arcana +7, Deception +8, Perception +7, Religion +7
  Damage Resistances cold, fire, lightning, poison; bludgeoning, 
  piercing, and slashing from nonmagical weapons
  Senses darkvision 60 ft., passive Perception 17
  Languages Abyssal, Common, Infernal 
  Challenge 9 (5,000 XP)
  Fiendish Blessing. The AC of the cambion includes its Charisma 
  bonus. 
  Innate Spellcasting. The cambion's innate spellcasting ability is 
  Charisma (spell save DC 16). The cambion can innately cast the 
  following spells, without providing material components:
  At will: false life, levitate (self only), mage armor (self only), silent 
  image, speak with the dead
  3/day each: alter self, command, detect magic
  Spellcasting. The cambion is a 17th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It 
  regains its expended spell slots when it finishes a short or long rest. 
  It knows the following warlock spells:
  Cantrips (at will): eldritch blast, friends, mage hand, minor
  illusion, poison spray, prestidigitation, shocking grasp 
  1st level-5th level (4 5th-level slots): banishment, burning hands, 
  fireball, flame strike, hellish rebuke, magic circle, mirror image, 
  scorching ray, scrying, wall of fire
  1/day each: feeblemind, finger of death, plane shift (self only)
  Dark One's Own Luck (Recharges after a Short or Long Rest). 
  When the cambion makes an ability check or saving throw, it can 
  add a dl0 to the roll. It can do this after the roll is made but before 
  any of the roll's effects occur.
  Actions
  Multiattack. The cambion makes two melee attacks or uses its Fire 
  Ray twice.
  Spear. Melee Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., 
  one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing 
  damage if used with two hands to make a melee attack, plus 3 (1d6) 
  fire damage.
  Fire Ray. Ranged Spell Attack: +8 to hit, range 120 ft., one creature. 
  Hit: 10 (3d6) fire damage. 
  Fiendish Charm. One humanoid the cambion can see within 30 feet 
  of it must succeed on a DC 16 Wisdom saving throw or be magically 
  charmed for 1 day. The charmed target obeys the cambion's spoken 
  commands. If the target suffers any harm from the cambion or 
  another creature or receives a suicidal command from the cambion, 
  the target can repeat the saving throw, ending the effect on itself on 
  a success. If a target's saving throw is successful, or if the effect ends 
  for it, the creature is immune to the cambion's Fiendish Charm for 
  the next 24 hours.
  Cambion Abyssal Trickster
  Medium fiend, chaotic evil
  Armor Class 18 (studded leather)
  Hit Points 128 (15d8 + 60)
  Speed 30 ft., fly 60 ft.
  STR          DEX          CON          INT          WIS          CHA 
            14 (+2)    18 (+4)      18 (+4)     18 (+4)     12 (+1)     16 (+3)
  Saving Throws Dex +8, lnt +8, Wis +5,  Cha +7 
  Skills Deception +7, Perception +5, Persuasion +7, Stealth +8
  Damage Resistances cold, fire, lightning, poison; bludgeoning, 
  piercing, and slashing from nonmagical weapons
  Senses darkvision 60 ft., passive Perception 15
  Languages Abyssal, Common, Infernal 
  Challenge 9 (5,000 XP)
  Distracting Hand. As a bonus action, while the cambion has the 
  Mage Hand spell active, it can designate a creature within 5 feet of 
  the spectral hand. The cambion has advantage on its attack rolls 
  against that creature until the end of the turn.
  Evasion. If the cambion is subjected to an effect that allows it to 
  make a Dexterity saving throw to take only half damage, the cambion 
  instead takes no damage if it succeeds on the saving throw, and only 
  half damage if it fails. 
  Fiendish Blessing. The AC of the cambion includes its Charisma 
  bonus.
  Sneak Attack (1/Turn). The cambion deals an extra 24 (7d6) 
  damage when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 feet of an 
  ally of the cambion that isn't incapacitated and the cambion doesn't 
  have disadvantage on the attack roll. 
  Innate Spellcasting. The cambion's innate spellcasting ability is 
  Charisma (spell save DC 15). The cambion can innately cast the 
  following spells, without providing material components:
  3/day each: alter self, command, detect magic
  1/day: plane shift (self only)
  Spellcasting. The cambion is a 13th-level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). 
  It has the following wizard spells prepared:
  Cantrips:
  1st level (4 slots): color spray, silent image, tasha's hideous laughter
  2nd level (3 slots): hold person, invisibility, mirror image, shadow 
  blade
  3rd level (2 slots): fear, fireball
  Actions
  Multiattack. The cambion makes two melee attacks or uses its Fire 
  Ray twice.
  Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 
  ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 3 (1d6) fire 
  damage.
  Fire Ray. Ranged Spell Attack: +8 to hit, range 120 ft., one creature. 
  Hit: 10 (3d6) fire damage. 
  Fiendish Charm. One humanoid the cambion can see within 30 feet 
  of it must succeed on a DC 15 Wisdom saving throw or be magically 
  charmed for 1 day. The charmed target obeys the cambion's spoken 
  commands. If the target suffers any harm from the cambion or 
  another creature or receives a suicidal command from the cambion, 
  the target can repeat the saving throw, ending the effect on itself on 
  a success. If a target's saving throw is successful, or if the effect ends 
  for it, the creature is immune to the cambion's Fiendish Charm for 
  the next 24 hours.
  
  38
  Chapter 1. Bestiary
  Carrion Crawler
  Enormous Carrion Crawler
  Huge monstrosity, unaligned
  Armor Class 14 (natural armor)
  Hit Points 143 (15d12+45)
  Speed 40 ft., climb 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         18 (+4)       13 (+1)      16 (+3)       1 (-5)        14 (+2)        7 (-2)
  Skills Perception +4 
  Senses darkvision 60 ft., passive Perception 14
  Languages ----- 
  Challenge 8 (3,900 XP)
  Keen Smell. The carrion crawler has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Spider Climb. The carrion crawler can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Actions
  Multiattack. The carrion crawler makes four attacks: three with its 
  tentacles and one with its bite.
  Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. 
  Hit: 6 (1d4 + 4) poison damage, and the target must succeed on a 
  DC 14 Constitution saving throw or be poisoned for 1 minute. Until 
  this poison ends, the target is paralyzed. The target can repeat the 
  saving throw at the end of each of its turns, ending the poison on 
  itself on a success.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,  one target. Hit: 13 
  (2d8 + 4) percing damage.
  Tentacle Flurry (Recharges 5-6). The carrion crawler makes eight 
  attacks with its tentacles.
  Enormous Carrion Crawler
  Every once in a while a carrion crawler will grow to an immense 
  size that is unheard of.  Whether it was due to it stumbling into a 
  mass grave or it simply devoured anything it encountered, we will 
  never know for sure.  What we do know is that this monstrosity 
  is nearly 40-feet long and rises up to 15 feet when it rears up to 
  attack.  Due to its size, its tentacles are large and long enough 
  to attack different  targets within reach, making it even more 
  dangerous.  Worse, it can unleash its tentacles in a blinding flurry, 
  able to attack up to eight targets! 
  
  39
  Chapter 1. Bestiary
  Centaur Skirmisher
  Large monstrosity, neutral good
  Armor Class 14
  Hit Points 90 (12d10 + 24)
  Speed 50 ft.
  STR           DEX           CON           INT           WIS           CHA 
         18 (+4)      18 (+4)       14 (+2)      9 (+0)       13 (+1)      11 (+0)
  Skills Athletics +6, Perception +3, Survival +3 
  Senses passive Perception 13
  Languages Elvish, Sylvan 
  Challenge 4 (1,100 XP)
  Charge.  If the centaur moves at least 30 feet straight toward a 
  target and then hits it with a pike attack on the same turn, the target 
  takes an extra 10 (3d6) piercing damage.
  Lightfooted. The centaur can take the Dash or Disengage action as 
  a bonus action on each of its turns. 
  Skirmish Advantage. The centaur gains advantage on its first attack 
  roll this turn if it has moved at least 15 feet from its space at the 
  beginning of its turn.
  Actions
  Multiattack. The centaur makes two attacks: one with its pike and 
  one with its hooves or two with its longbow.
  Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 
  (ld10 + 4) piercing damage.
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) bludgeoning damage.
  Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one 
  creature. Hit: 8 (1d8 + 4) piercing damage. 
  Reactions
  Skirmisher. When an enemy the centaur can see ends its turn within 
  5 feet of it, the centaur can move up to half its speed. This movement 
  doesn’t provoke opportunity attacks.
  Centaur Champion
  Centaur champions are noble and fearless warriors who lead their 
  tribes into battle.  They are able to cleave through multiple targets 
  with their halberds.
  Centaur Skirmisher
  Primarily used as scouts, centaur skirmishers take advantage of 
  their mobility and employ hit and run tactics to attack the most 
  important targets within the enemy ranks.
  Centaur
  Centaur Champion
  Large monstrosity, neutral good
  Armor Class 16 (breastplate)
  Hit Points 153 (18d10 + 54)
  Speed 50 ft.
  STR           DEX           CON           INT           WIS           CHA 
         20 (+5)      14 (+2)       16 (+2)       9 (+0)       14 (+1)      12 (+1)
  Saving Throws Str +8, Con +5 
  Skills Athletics +8, Perception +4, Survival +4 
  Senses passive Perception 13
  Languages Elvish, Sylvan 
  Challenge 7 (2,900 XP)
  Charge.  If the centaur moves at least 30 feet straight toward a 
  target and then hits it with a halberd attack on the same turn, the 
  target takes an extra 17 (5d6) slashing damage.
  Indomitable (2/Day). The centaur rerolls a failed saving throw.  It 
  must use the new roll.
  Second Wind (Recharges after a Short or Long Rest). As a bonus 
  action, the centaur can regain 15 hit points.
  Actions
  Multiattack. The centaur makes three attacks: two with its halberd 
  and one with its hooves or three with its longbow.
  Halberd. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 10 (ld10 + 5) slashing damage.
  Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  12 (2d6 + 5) bludgeoning damage.
  Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one 
  creature. Hit: 8 (1d8 + 4) piercing damage.
  Slashing Gallop (Recharge 5-6). The centaur moves up to its speed 
  in a straight line and targets each creature within 10 feet of it during 
  its movement. Each target must succeed on a DC 16 Dexterity 
  saving throw or take 10 (1d10 + 5) slashing damage. 
  Centaur Shaman
  Centaur shamans are druids who often lead their tribes or are 
  chief advisors to the tribe's chieftain.  In combat, they prefer to use 
  their spells to heal their brethren but will not hesitate to unleash 
  nature's wrath against their enemies if pressed.
  
  40
  Chapter 1. Bestiary
  has the following druid spells prepared:
  Cantrips (at will): druidcraft, poison spray, thorn whip
  1st level (4 slots): animal friendship, cure wounds, entangle, 
    thunderwave 
  2nd level (3 slots): healing spirit, moonbeam, pass without trace
  3rd level (3 slots): call lightning, wind wall
  4th level (3 slots): freedom of movement, guardian of nature
  5th level (1 slot): wrath of nature
  Actions
  Multiattack. The centaur makes two attacks: one with its sickle 
  and one with its hooves or two with its longbow.
  Sickle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 
  Hit: 5 (ld4 + 3) slashing damage.
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) bludgeoning damage.
  Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., 
  one creature. Hit: 8 (1d8 + 3) piercing damage. 
  Centaur Shaman
  Large monstrosity, neutral good
  Armor Class 13
  Hit Points 113 (15d10 + 30)
  Speed 50 ft.
  STR           DEX           CON           INT           WIS           CHA 
         16 (+3)      16 (+3)       14 (+2)     10 (+0)       17 (+3)      13 (+1)
  Skills Athletics +6, Perception +6, Survival +6 
  Senses passive Perception 16
  Languages Elvish, Sylvan 
  Challenge 5 (1,800 XP)
  Charge.  If the centaur moves at least 30 feet straight toward a 
  target and then hits it with a pike attack on the same turn, the target 
  takes an extra 10 (3d6) piercing damage.
  Spellcasting. The centaur is a 9th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It 
  
  41
  Chapter 1. Bestiary
  Chimera
  Ancient Chimera
  Huge monstrosity, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 210 (20d12 + 80)
  Speed 40 ft., fly 80 ft.
  STR           DEX           CON           INT           WIS           CHA 
          23 (+6)      11 (+0)       23 (+6)       5 (-3)       16 (+3)      12 (+1)
  Saving Throws Dex +5, Con +11, Wis +8, Cha +6
  Skills Perception +13 
  Senses darkvision 60 ft., passive Perception 23
  Languages understands Draconic but can't speak
  Challenge 15 (13,000 XP)
  Three-Headed. The chimera has advantage on Wisdom (Perception) 
  checks and on saving throws against being blinded, charmed, 
  deafened, frightened, stunned, and knocked unconscious. 
  Actions
  Multiattack. The chimera makes four attacks: one with its lion head's 
  bite, one with its dragon head's bite, one with its horns, and one with 
  its claws. When its fire breath is available, it can use the breath in 
  place of its dragons head's bite.
  Dragon Head's Bite. Melee Weapon Attack: +11 to hit, reach 5 ft.,  
  one target. Hit: 17 (2d10 + 6) percing damage plus 4 (1d8) fire.
  Lion Head's Bite. Melee Weapon Attack: +11 to hit, reach 5 ft.,  one 
  target. Hit: 15 (2d8 + 6) percing damage. 
  Horns. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 
  15 (2d8 + 6) bludgeoning damage.
  Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 
  15 (2d8 + 6) slashing damage.
  Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 
  15 (2d8 + 6) bludgeoning damage.
  Fire Breath (Recharge 5-6). The dragon head exhales fire in a 
  30-foot cone. Each creature in that area must succeed on a DC 19 
  Dexterity saving throw, taking 63 (14d8) fire damage on a failed 
  save, or half as much damage on a successful one.
  Legendary Actions
  The chimera 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 chimera 
  regains spent legendary actions at the start of its turn.
  Detect. The chimera makes a Wisdom (Perception) check.
  Move. The chimera moves up to half its speed.
  Tail. The chimera makes a tail attack. 
  Lion's Roar (Costs 2 Actions). The chimera's lion head emits a 
  magical roar. Each creature within 120 feet that can hear its roar
  must succeed on a DC 19 Wisdom saving throw or be and 
  frightened for one minute. If a creature fails its saving throw by 5 or 
  more, the creature is also paralyzed while frightened for the same 
  duration.   The target 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 Lion's Roar the next 24 hours.
  Presented in this section are three additional 
  and very rare species of chimera - the 
  ankhimera, gorgimera, and mantimera, as 
  well as the advanced version of the standard 
  chimera - the ancient chimera.
  Ancient Chimera
  When the common chimera has lasted more than twice 
  its average lifespan, it eventually grows into a more
  powerful and formidable form.  It is easily twice the size
  of the normal chimera, and has developed the ability to
  unleash a frightening roar.
    The ancient chimera is fiercely territorial, and will actively hunt 
  down and drive out any competitors and predators within miles 
  of its lair.  When an ancient chimera has finally settled, the area 
  around it soon becomes dismal and desolate - with the various 
  bones of its prey littering the ground.
    Although more beast than dragon, the ancient chimera is still 
  fond of hoarding treasure, and may actually be coaxed by a 
  formidable creature (such as an archmage, demon, lich, or giant)  
  to serve as a guardian if paid and fed well.
  
  42
  Chapter 1. Bestiary
  Ankhimera
  Large monstrosity, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 114 (12d10 + 48)
  Speed 30 ft., burrow 10 ft., fly 60 ft.
  STR           DEX           CON           INT           WIS           CHA 
         19 (+4)       11 (+0)       19 (+4)       3 (-4)        14 (+2)      10 (+0)
  Skills Perception +8 
  Senses darkvision 60 ft., passive Perception 18
  Languages understands Draconic but can't speak
  Challenge 6 (2,300 XP)
  Three-Headed. The ankhimera has advantage on Wisdom 
  (Perception) checks and on saving throws against being blinded, 
  charmed, deafened, frightened, stunned, and knocked unconscious. 
  Actions
  Multiattack. The ankhimera makes three attacks: one with its 
  ankheg head's bite, one with its dragon head's bite, and one with its 
  horns.  When its acid spray is available, it can use the acid spray in 
  place of its ankheg head's bite.  When its cold breath is available, it 
  can use the cold breath in place of its dragon head's bite.  However, 
  it can't use both acid spray and cold breath on the same turn.
  Ankheg Head's Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,  
  one target. Hit: 11 (2d6 + 4) percing damage plus 3 (1d6) acid.  If the 
  target is a Large or smaller creature, it is grappled (escape DC 14). 
  Until this grapple ends, the ankheg head can bite only the grappled 
  creature and has advantage on attack rolls to do so.
  Dragon Head's Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,  
  one target. Hit: 15 (2d10 + 4) percing damage plus 4 (1d8) cold. 
  Horns. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  10 (1d12 + 4) bludgeoning damage.
  Acid Spray (Recharge 6). The ankheg head spits acid in a line that 
  is 30 feet long and 5 feet wide, provided that it has no creature 
  grappled. Each creature in that line must succeed on a DC 15 
  Dexterity saving throw, taking 21 (6d6) acid damage on a failed save, 
  or half as much damage on a successful one
  Cold Breath (Recharge 6). The dragon head exhales cold in a 
  15-foot cone. Each creature in that area must succeed on a DC 15 
  Dexterity saving throw, taking 31 (7d8) cold damage on a failed save, 
  or half as much damage on a successful one.
  Ankhimera
  The ankhimera is a fairly new type of chimeric creature that was 
  created through the experiments of a mad wizard.  Instead of 
  having a lion's head and foreclaws, the ankhimera has an ankheg's. 
  Due to this change, the ankhimera is able to burrow through earth 
  using its ankheg's forelimbs.  In combat, it is able to spit acid just 
  like a normal ankheg, in addition to its normal dragon's breath.  
  When hunting, the ankhimera prefers to wait and hide in a burrow 
  to ambush prey.
  
  43
  Chapter 1. Bestiary
  Gorgimera
  Large monstrosity, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 152 (16d10 + 64)
  Speed 30 ft., fly 60 ft.
  STR           DEX           CON           INT           WIS           CHA 
          20 (+5)      11 (+0)       19 (+4)       3 (-4)        14 (+2)      10 (+0)
  Skills Perception +10 
  Condition Immunities petrified
  Senses darkvision 60 ft., passive Perception 20
  Languages understands Draconic but can't speak
  Challenge 10 (5,900 XP)
  Three-Headed. The gorgimera has advantage on Wisdom 
  (Perception) checks and on saving throws against being blinded, 
  charmed, deafened, frightened, stunned, and knocked unconscious.
  Trampling Charge. If the gorgimera moves at least 20 feet straight 
  toward a creature and then hits it with a gore attack on the same 
  turn, that target must succeed on a DC 17 Strength saving throw or 
  be knocked prone. If the target is prone, the gorgon can make one 
  attack with its hooves against it as a bonus action.
  Actions
  Multiattack. The gorgimera makes four attacks: one with its lion 
  head's bite, one with its dragon head's bite, one with its gore, and 
  one with its claws.  When its lightning breath is available, it can 
  use the lightning breath in place of its dragon head's bite. When 
  its petrification breath is available, it can use the petrification 
  breath in place of its gore.  However, it can't use both lightning and 
  petrification breaths on the same turn.
  Dragon Head's Bite. Melee Weapon Attack: +9 to hit, reach 5 ft.,  one 
  target. Hit: 16 (2d10 + 5) percing damage plus 5 (1d10) lightning. 
  Lion Head's Bite. Melee Weapon Attack: +9 to hit, reach 5 ft.,  one 
  target. Hit: 12 (2d6 + 5) percing damage. 
  Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 
  (2d12 + 5) bludgeoning damage.
  Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 
  (2d6 + 5) slashing damage.
  Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
  Hit: 16 (2d10 + 5) bludgeoning damage.
  Lightning Breath (Recharge 6). The dragon head exhales lightning 
  in an 30-foot line that is 5 feet wide. Each creature in that line 
  must succeed on a DC 16 Dexterity saving throw, taking 44 (8d10) 
  lightning damage on a failed save, or half as much damage on a 
  successful one.
  Petrification Breath (Recharge 6). The gorgon head exhales 
  petrifying gas in a 15-foot cone. Each creature in that area must 
  succeed on a DC 14 Constitution saving throw. On a failed save, 
  a target begins to turn to stone and is restrained. The restrained 
  target must repeat the saving throw at the end of its next turn. On 
  a success, the effect ends on the target. On a failure, the target is 
  petrified until freed by the greater restoration spell or other magic. 
  Mantimera
  Large monstrosity, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 133 (14d10 + 56)
  Speed 30 ft., fly 60 ft.
  STR           DEX           CON           INT           WIS           CHA 
         18 (+4)       16 (+3)      18 (+4)        5 (-3)       14 (+2)        8 (-1)
  Skills Perception +8
  Senses darkvision 60 ft., passive Perception 18
  Languages understands Draconic but can't speak
  Challenge 7 (2,900 XP)
  Tail Spike Regrowth. The mantimera has twenty-four tail spikes. 
  Used spikes regrow when the manti core finishes a long rest.
  Three-Headed. The mantimera has advantage on Wisdom 
  (Perception) checks and on saving throws against being blinded, 
  charmed, deafened, frightened, stunned, and knocked unconscious. 
  Actions
  Multiattack. The mantimera makes four attacks: one with its 
  manticore head's bite, one with its dragon head's bite, one with its 
  horns, and one with its claws, or four with its tail spikes.  When 
  its acid breath is available, it can use the acid breath in place of its 
  dragon head's bite.  
  Dragon Head's Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,  
  one target. Hit: 15 (2d10 + 4) percing damage plus 4 (1d8) acid. 
  Manticore Head's Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,  
  one target. Hit: 8 (1d8 + 4) percing damage. 
  Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  10 (1d12 + 4) bludgeoning damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) slashing damage.
  Acid Breath (Recharge 6). The dragon head exhales acid in an 30-
  foot line that is 5 feet wide. Each creature in that line must succeed 
  on a DC 15 Dexterity saving throw, taking 45 (10d8) acid damage on 
  a failed save, or half as much damage on a successful one.
  Tail Spike. Ranged Weapon Attack: +6 to hit, range 100/200 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage.
  Gorgimera
  The deadly gorgimera combines the standard dragon and lion 
  parts with that of a gorgon's head and hind quarters.  In addition 
  to its dragon's breath, the chimera can now also use a petrification 
  breath.  The gorgimera is more aggressive and ill-tempered than 
  its common cousin, and is quick to charge at any creature that 
  approaches or looks like food to it.
  Mantimera
  While not as powerful as the gorgimera, the mantimera is 
  certainly the most hideous species of chimera.  Instead of the 
  standard lion parts, the mantimera has the head, forelimbs, and 
  tail of a manticore.  Just like a manticore, it can unleash terrible 
  iron-like spikes from its tail during combat.
  
  44
  Chapter 1. Bestiary
  Chuul
  Chuul Juggernaut
  Huge aberration, chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 196 (17d10+85)
  Speed 40 ft., swim 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         23 (+6)       10 (+0)      20 (+5)      12 (+1)     13 (+1)        6 (-2)
  Skills Perception +8 
  Damage Immunities poison
  Damage Resistances bludgeoning, piercing, and slashing from 
    nonmagical weapons
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 18
  Languages understands Deep Speech but can't speak
  Challenge 10 (5,900 XP)
  Amphibious. The chuul can breathe air and water.
  Sense Magic. The chuul senses magic within 120 feet of it at will. 
  This trait otherwise works like the detect magic spell but isn't itself 
  magical.
  Actions
  Multiattack. The chuul makes two pincer attacks and uses its 
  telekinetic pull. If the chuul is grappling a creature, the chuul can 
  also use its tentacles once.
  Pincer. Melee Weapon Attack: +10 to hit, reach 10 ft.,  one target. 
  Hit: 17 (2d10 + 6) bludgeoning damage.  The target is grappled 
  (escape DC 16) if it is a Huge or smaller creature and the chuul 
  doesn't have two other creatures grappled.
  Tentacles. One creature grappled by the chuul must succeed on a 
  DC 17 Constitution saving throw or be poisoned for 1 minute. Until 
  this poison ends, the target is paralyzed and takes 11 (2d10) poison 
  damage at the start of each of its turns. The target can repeat the 
  saving throw at the end of each of its turns, ending the effect on 
  itself on a success.
  Telekinetic Pull. The chuul projects a powerful telekinetic force that 
  grips and crushes a target within 120 feet.  If the target is a Huge or 
  smaller creature, it must succeed on a DC 13 Strength saving throw 
  or it takes 16 (3d10) psychic damage and the chuul pulls the target 
  up to 30 feet towards itself. It is restrained by the chuul's telekinetic 
  grip until the start of the chuul's next turn or until the chuul is 
  incapacitated.
  Uchuulun (Slime Chuul)
  Large aberration, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 98 (13d10+26)
  Speed 20 ft., swim 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         17 (+3)      10 (+0)       14 (+2)      14 (+2)      13 (+1)        7 (-2)
  Skills Perception +7 
  Damage Immunities poison
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 17
  Languages understands Deep Speech but can't speak
  Challenge 8 (3,900 XP)
  Amphibious. The uchuulun can breathe air and water.
  Paralytic Slime. The uchuulun is coated with paralytic slime.  A 
  creature that touches the uchuulun or hits it with a melee attack 
  while within 5 feet of it takes 5 (1d10) poison damage and must 
  succeed on a DC 13 Constitution saving throw or be poisoned for 1 
  minute.  Until this poison ends, the target is paralyzed. The target 
  can repeat the saving throw at the end of each of its turns, ending 
  the effect on itself on a success.
  Sense Magic. The uchuulun senses magic within 120 feet of it at 
  will. This trait otherwise works like the detect magic spell but isn't 
  itself magical.
  Actions
  Multiattack. The uchuulun makes two pincer attacks. If the 
  uchuulun is grappling a creature, the uchuulun can also use its 
  tentacles once.
  Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft.,  one target. 
  Hit: 10 (2d6 + 3) bludgeoning damage plus 5 (1d10) poison damage 
  and the target must succeed on a DC 13 Constitution saving throw 
  or be poisoned for 1 minute.  Until this poison ends, the target is 
  paralyzed. The target can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success..  The target is 
  also grappled (escape DC 13) if it is a Large or smaller creature and 
  the uchuulun doesn't have two other creatures grappled.
  Tentacles. One creature grappled by the uchuulun must succeed 
  on a DC 13 Constitution saving throw or be poisoned for 1 minute. 
  Until this poison ends, the target is paralyzed and takes 5 (1d10) 
  poison damage at the start of each of its turns. The target can repeat 
  the saving throw at the end of each of its turns, ending the effect on 
  itself on a success.  
  Mind Blast (Recharge 5-6). The uchuulun magically emits psychic 
  energy in a 90-foot cone. Each creature in that area must succeed 
  on a DC 13 Intelligence saving throw or take 29 (6d8+2) psychic 
  damage and be stunned 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.
  Chuul Juggernaut
  Although rare, some chuul grow to an immense size and develop 
  some psychic abilities.  These are called juggernauts, and are 
  often sought out by aboleths to use as personal guardians.
  Uchuulun
  Mindflayers have been known to capture and enslave chuuls to 
  serve as guardians.  What is not known is that mindflayers have 
  been implanting chuuls with illithid tadpoles.  When the illithid 
  tadpole matures, it transforms the chuul into an Uchuulun, or 
  slime chuul - a far deadlier version than the normal chuul.  In 
  combat, it is able to disable its victims with its paralytic slime and 
  even stun foes with its mind blast ability.
  
  45
  Chapter 1. Bestiary
  Cloakers
  Cloaker Lord
  Huge aberration, chaotic neutral
  Armor Class 16 (natural armor)
  Hit Points 133 (14d12 + 42)
  Speed 10 ft., fly 50 ft. (hover)
   
  STR           DEX           CON           INT           WIS           CHA  
         21 (+5)       15 (+2)      16 (+3)     16 (+3)      14 (+2)      16 (+3)
   
  Saving Throws Dex +8, Int +8, Wis +8, Cha +9 
  Skills Intimidation +9, Perception +8, Stealth +8
  Senses darkvision 60 ft., passive Perception 18
  Languages Deep Speech, Undercommon
  Challenge 17 (18,000 XP)
  Damage Transfer. While attached to a creature, the cloaker lord 
  takes only half the damage dealt to it (rounded down) and that 
  creature takes the other half.
  False Appearance. While the cloaker lord remains motionless 
  without its underside exposed, it is indistinguishable from a dark 
  leather cloak.
  Light Sensitivity. While in bright light, the cloaker lord has 
  disadvantage on attack rolls and Wisdom (Perception) checks that 
  rely on sight.   
  Innate Spellcasting (Psionics). The cloaker lord's spellcasting 
  ability is Intelligence (spell save DC 17). The cloaker lord can 
  innately cast the following spells, without providing material 
  components: 
  At will: darkness, invisibility, phantasmal force
  3/day each: evard's black tentacles, major image, stinking cloud
  2/day each: dominate person, hold monster, negative energy flood
  1/day each: maddening darkness, plane shift
  Actions
  Multiattack. The cloaker lord uses Command Cloaker.  It then 
  makes two attacks: one with its bite and one with its tail.  It can use 
  its moan or disrupting moan in place of its bite.
  Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 
  12 (3d6 + 5) piercing damage, and if the target is Large or smaller, 
  the cloaker lord attaches to it. lf the cloaker lord has advantage 
  against the target, the cloaker lord attaches to the target's head, and 
  the target is blinded and unable to breathe while the cloaker lord is 
  attached. While attached, the cloaker lord can make this attack only 
  against the target and has advantage on the attack roll. The cloaker 
  lord can detach itself by spending 5 feet of its movement. A creature, 
  including the target, can take its action to detach the cloaker lord by 
  succeeding on a DC 19 Strength check. 
  Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. Hit: 
  10 (1d10 + 5) piercing damage.
  Command Cloaker. The cloaker lord targets an allied cloaker 
  within 30 feet that can see and hear the cloaker lord.  The target 
  uses its reaction to move up to half its speed and make one melee 
  attack.
  Moan. Each creature within 60 feet of the cloaker lord that can 
  hear its moan and that isn't an aberration must succeed on a DC 
  17 Wisdom saving throw or become frightened for 1 minute.  If 
  the target's saving throw fails by 5 or more, it is paralyzed while 
  frightened in this way.  The target 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, the creature is immune to 
  the cloaker lord's moan for the next 24 hours.
  Disrupting Moan (Recharges 5-6). Each creature within 60 feet of 
  the cloaker lord that can hear its moan and that isn't an aberration 
  must succeed on a DC 17 Intelligence saving throw.  On a failed 
  save, the target takes 21 (4d8+3) psychic damage and is stunned 
  until the end of its next turn. On a successful save, the target takes 
  half as much damage and isn't stunned.  
  Phantasms (Recharges 5-6). The cloaker lord magically creates 
  four illusory duplicates of itself if it isn't in bright light. The 
  duplicates move with it and mimic its actions, shifting position so 
  as to make it impossible to track which cloaker lord is the real one. 
  If the cloaker lord is ever in an area of bright light, the duplicates 
  disappear.
    Whenever any creature targets the cloaker lord with an attack 
  or a harmful spell while a duplicate remains, that creature rolls 
  randomly to determine whether it targets the cloaker lord or one 
  of the duplicates. A creature is unaffected by this magical effect if it 
  can't see or if it relies on senses other than sight. 
    A duplicate has the cloaker lord's AC and uses its saving throws. 
  If an attack hits a duplicate, or if a duplicate fails a saving throw 
  against an effect that deals damage, the duplicate disappears. 
  Legendary Actions
  The cloaker lord 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 cloaker 
  lord regains spent legendary actions at the start of its turn.
  Move. The cloaker lord moves up to half its speed without 
    provoking opportunity attacks.
  Tail. The cloaker lord makes a tail attack. 
  Command Cloaker. The cloaker lord targets an allied cloaker 
    within 30 feet that can see and hear the cloaker lord.  The target 
    uses its reaction to move up to half its speed and make one melee 
    attack.
  Cast a Spell (Costs 2 Actions). The cloaker casts a spell from its
  list of innate spells, using a spell slot as normal.
  Cloaker Lord
  Cloaker Lords are huge shadows that take to the air, having an 
  average wingspan of 30 feet.  They are the highly intelligent 
  supreme leaders and rulers of all cloakerkind and sometimes 
  lead their kin in daring raids against underdark drow, svirfneblin, 
  and illithid communities.  However, cloaker lords prefer to stay 
  within the confines of their lairs, sending out cloakers to scout 
  and do their bidding.  They are never without at least half a dozen 
  cloakers nearby as bodyguards.
    When forced into combat, a cloaker lord  first unleashes its spells 
  and uses its phantasm for protection.  When it finds a suitable 
  vulnerable target, such as a spellcaster, it targets that for its bite 
  attack and attachment. While with a victim attached, it then 
  fends off attackers with its tail, disrupting moan, and commanded 
  cloakers.
  
  46
  Chapter 1. Bestiary
  Cloaker, Shadow
  Large aberration, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 85 (13d10 + 13)
  Speed 10 ft., fly 40 ft. (hover)
   
  STR           DEX           CON           INT           WIS           CHA  
         18 (+4)       16 (+3)      12 (+1)     13 (+1)      12 (+1)      14 (+2)
   
  Skills Stealth +11 
  Damage Resistances acid, cold, fire, lightning, thunder
  Senses darkvision 60 ft., passive Perception 11
  Languages Deep Speech, Undercommon
  Challenge 11 (7,200 XP)
  Damage Transfer. While attached to a creature, the cloaker takes 
  only half the damage dealt to it (rounded down). and that creature 
  takes the other half.
  False Appearance. While the cloaker remains motionless without its 
  underside exposed, it is indistinguishable from a dark leather cloak.
  Light Sensitivity. While in bright light, the cloaker has disadvantage 
  on attack rolls and Wisdom (Perception) checks that rely on sight.   
  Shadow Stealth. While in dim light or darkness, the cloaker can 
  take the Hide action as a bonus action. 
  Shadow Step. While in dim light or darkness, the cloaker can 
  teleport as a bonus action up to 60 feet to an unoccupied space it 
  can see that is also in dim light or darkness. It then has advantage 
  on the first melee attack it makes before the end of the turn.
  Actions
  Multiattack. The cloaker makes two attacks: one with its bite and 
  one with its tail.  It can use its vampiric drain in place of its bite 
  attack.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 
  11 (2d6 + 4) piercing damage, and if the target is Large or smaller, 
  the cloaker attaches to it. lf the cloaker has advantage against the 
  target, the cloaker attaches to the target's head, and the target is 
  blinded and unable to breathe while the cloaker is attached. While 
  attached, the cloaker can make this attack only against the target 
  and has advantage on the attack roll. The cloaker can detach itself 
  by spending 5 feet of its movement. A creature, including the target, 
  can take its action to detach the cloaker by succeeding on a DC 17 
  Strength check. 
  Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 
  7 (1d8 + 3) slashing damage plus 3 (1d6) necrotic damage. 
  Vampiric Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  creature the cloaker is attached to. Hit: 10 (2d6 + 4) piercing 
  damage plus 7 (2d6) necrotic damage. The target's hit point 
  maximum is reduced by an amount equal to the necrotic damage 
  taken, and the cloaker regains hit points equal to that amount. The 
  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 in 
  this way rises as a shadow under the cloaker's control.
  Moan. Each creature within 60 feet of the cloaker that can hear 
  its moan and that isn't an aberration must succeed on a DC 14 
  Wisdom saving throw or become frightened until the end of the 
  cloaker's next turn. If a creature's saving throw is successful, the 
  creature is immune to the cloaker's moan for the next 24 hours.
  Phantasms (Recharges after a Short or Long Rest). The cloaker 
  magically creates three illusory duplicates of itself if it isn't in 
  bright light. The duplicates move with it and mimic its actions, 
  shifting position so as to make it impossible to track which cloaker 
  is the real one. If the cloaker is ever in an area of bright light, the 
  duplicates disappear.
    Whenever any creature targets the cloaker with an attack or 
  a harmful spell while a duplicate remains, that creature rolls 
  randomly to determine whether it targets the cloaker or one of the 
  duplicates. A creature is unaffected by this magical effect if it can't 
  see or if it relies on senses other than sight. 
    A duplicate has the cloaker's AC and uses its saving throws. If an 
  attack hits a duplicate, or if a duplicate fails a saving throw against 
  an effect that deals damage, the duplicate disappears. 
  Shadow Jump. If the cloaker is in dim light or darkness, each 
  creature of the cloaker's choice within 5 feet of it must succeed on 
  a DC 14 Constitution saving throw or take 21 (3d12 + 2) necrotic 
  damage.
    The cloaker then magically teleports up to 60 feet to an 
  unoccupied space it can see. It can bring one creature it's attached 
  to, teleporting that creature to an unoccupied space it can see 
  within 5 feet of its destination. The destination spaces of this 
  teleportation must be in dim light or darkness. 
  Shadow Cloaker
  Shadow Cloakers, also known as Shadowcloaks, are menacing 
  hunters that have been tainted by the Shadowfell.  Vicious and 
  cunning, they scour the Underdark caverns for victims to torment 
  and consume.
    In combat, they employ their shadow abilities to great effect, 
  often catching their prey by surprise.
  
  47
  Chapter 1. Bestiary
  Cockatrice
  Greater Cockatrice
  Large monstrosity, unaligned
  Armor Class 14 (natural armor)
  Hit Points 119 (14d10 + 42)
  Speed 30 ft., fly 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         18 (+4)      15 (+2)       16 (+3)       2 (-4)        13 (+1)        5 (-3)
  Skills Perception +4 
  Damage Immunities poison
  Condition Immunities petrified, poisoned
  Senses darkvision 60 ft., passive Perception 14
  Languages -----
  Challenge 8 (3,900 XP)
  Petrifying Gaze. If a creature starts its turn within 30 feet of the 
  cockatrice and the two of them can see each other, the cockatrice 
  can force the creature to make a DC 14 Constitution saving throw 
  if the cockatrice isn't incapacitated. On a failed save, the creature 
  magically 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. 
    A creature that isn't surprised can avert its eyes to avoid the 
  saving throw at the start of its turn. If it does so, it can't see the 
  cockatrice until the start of its next turn, when it can avert its 
  eyes again. If it looks at the cockatrice in the meantime, it must 
  immediately make the save. 
  Actions
  Multiattack. The cockatrice makes three attacks: one with its 
  bite, one with its claws, and one with its stinger. 
  Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 
  Hit: 11 (2d6 + 4) piercing damage plus 10 (3d6) poison damage, 
  and the target must succeed on a DC 14 Constitution saving 
  throw against being magically petrified. 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 for 24 hours.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage.
  Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  creature. Hit: 11 (2d6 + 4) piercing damage. The target must 
  succeed on a DC 15 Constitution saving throw, taking 31 (9d6) 
  poison damage on a failed save, or half as much damage on a 
  successful one. 
  Greater Cockatrice
  The abominable greater cockatrice is a far more horrifying version 
  of the common cockatrice.  It is about the size of a horse, has 
  more leathery reptilian scales and skin than it has feathers, a long 
  serpentine tail that ends with a vicious stinger, and a foul beak 
  that drips with venom.
    Rare Guardians. Thankfully, the greater cockatrice is rarely 
  encountered, as it avoids populous areas, and is said to haunt 
  only deserted ruins and desolate locales. They are often kept as 
  guardians or pets by more powerful creatures such as lamias and 
  greater medusae.    
    Prized Carcass.  Apothecarists, artificers, enchanters, and 
  wizards greatly value the body parts of a greater cockatrice as 
  magical ingredients for their concoctions, spells, and magical 
  creations and would hire adventurers to seek and hunt a greater 
  cockatrice.  Only a few manage to return to claim their rewards, 
  and seldom do they account for the cost it took.
  
  48
  Chapter 1. Bestiary
  Couatl
  Greater Couatl
  Large Celestial, Lawful Good
  Armor Class 20 (natural armor)
  Hit Points 200 (19d10 + 95)
  Speed 40 ft., fly 90 ft.
  STR           DEX           CON           INT           WIS           CHA 
         20 (+5)      20 (+5)      21 (+5)      20 (+5)      22 (+6)     20 (+5)
  Saving Throws Con +10, Wis +11, Cha +10
  Damage Resistances radiant 
  Damage Immunities psychic; bludgeoning, piercing, and slashing 
  from nonmagical weapons
  Condition Immunities petrified 
  Senses truesight 120 ft., passive Perception 16
  Languages all, telepathy 120 ft.
  Challenge 15 (13,000)
  Innate Spellcasting. The greater couatl's spellcasting ability is 
  Charisma (spell save DC 18). It can innately cast the following 
  spells, requiring only verbal components: 
  At will: detect evil and good, detect magic, detect thoughts
  3/day each: bless, create food and water, cure wounds, lesser
    restoration, protection from poison, sanctuary, shield
  2/day each: dawn, dream, greater restoration, scrying
  1/day each: divine word, resurrection, temple of the gods
  Ethereal Jaunt. As a bonus action, the greater couatl can magically 
  shift from the Material Plane to the Ethereal Plane, or vice versa.
  Flyby. The greater couatl doesn't provoke an opportunity attack 
  when it flies out of an enemy's reach. 
  Magic Weapons. The greater couatl's weapon attacks are magical. 
  Shielded Mind. The greater couatl is immune to scrying and to any 
  effect that would sense its emotions, read its thoughts, or detect its 
  location. 
  Twist Free. The greater couatl automatically makes its saving 
  throws against paralysis and being restrained at the end of its turn 
  as long as it is not unconscious.
  Actions
  Multiattack. The greater couatl makes two attacks: one with its bite 
  and one to constrict. 
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. 
  Hit: 12 (2d6 + 5) piercing damage and the target must succeed on 
  a DC 18 Constitution saving throw or be poisoned for 24 hours. 
  Until this poison ends, the target is unconscious. Another creature 
  can use an action to shake the target awake.
  Constrict. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  Large or smaller creature. Hit: 16 (2d10 + 5) bludgeoning 
  damage, and the target is grappled (escape DC 15). Until this 
  grapple ends, the target is restrained, and the greater couatl can't 
  constrict another target.
  Change Shape. The greater couatl magically polymorphs into 
  a humanoid or beast that has a challenge rating equal to or less 
  than its own, or back into its true form. It reverts to its true form 
  if it dies. Any equipment it is wearing or carrying is absorbed or 
  borne by the new form (the greater couatl's choice). 
    In a new form, the greater couatl retains its game statistics and 
  ability to speak, but its AC, movement modes, Strength, Dexterity, 
  and other actions are replaced by those of the new form, and 
  it gains any statistics and capabilities (except class features, 
  legendary actions, and lair actions) that the new form has but that 
  it lacks. If the new form has a bite attack, the greater couatl can 
  use its bite in that form.
  Legendary Actions
  The greater couatl 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 
  greater couatl regains spent legendary actions at the start of its 
  turn.
  Bite. The greater couatl makes a bite attack. 
  Teleport. The greater couatl teleports up to 60 feet to an 
  unoccupied space it can see.
  Cast a Spell (Costs 2 Actions). The greater couatl casts a spell 
  from its list of innate spells, using a spell slot as normal.
  Radiant Burst (Costs 3 Actions). The greater couatl emits a 
  burst of radiant energy. All allies within 20 feet of the greater 
  couatl regain 18 (3d8) hit points. All other creatures within 20 feet 
  must succeed on a DC 18 Dexterity saving throw, taking 18 (3d8) 
  radiant damage on a failed save, or half as much on a successful 
  one.  
  Greater Couatl
  Greater couatls are the advanced and larger cousins of the 
  common couatl, and are the natural leaders and champions of a 
  couatl community.
    They sometimes serve as messengers of the gods and are 
  sometimes sent on secret missions to support and or rescue 
  heroes in need.  They seldom show their true form, and often use 
  a humanoid form that it deems most comfortable for its audience.
  
  49
  Chapter 1. Bestiary
  Crawling Claw
  Swarm of Crawling Claws
  Medium swarm of tiny undead, neutral evil
  Armor Class 12
  Hit Points 54 (12d8)
  Speed 20 ft., climb 20 ft.
  STR           DEX           CON           INT           WIS           CHA 
         20 (+5)      14 (+2)       11 (+0)       5 (-3)        10 (+0)        4 (-3)
  Damage Resistances bludgeoning, piercing, slashing 
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses blindsight 30 ft. (blind beyond this radius), passive
    Perception 10
  Languages understands Common but can't speak
  Challenge 3 (700 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 claw. The swarm can't regain hit points or gain
  temporary hit points. 
  Turn Immunity. The claw is immune to effects that turn undead.
  Actions
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 
  19 (4d6 + 5) bludgeoning or slashing damage (claw's choice), or 
  12 (2d6 + 5) bludgeoning or slashing damage if the swarm has half 
  of its hit points or fewer, and the target must succeed on a DC 15 
  Strength saving throw or be knocked prone.
  Swarm of Crawling Claws
  A swarm of crawling claws is a horrid sight to behold.  
  It acts like a normal swarm of insects with a malevolent 
  intelligence that has caught its victims by surprise.
    The swarm often attacks only a single creature at a 
  time, using sheer numbers to overwhelm and knock 
  a target prone so it can finish it with its flesh rending 
  fingers.
  
  50
  Chapter 1. Bestiary
  Cyclops Berserker
  Huge giant, chaotic neutral
  Armor Class 15 (unarmored defense) 
  Hit Points 173 (15d12 + 75)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         24 (+7)      11 (+0)       20 (+5)       8 (-1)          6 (-2)        10 (+0)
   
  Skills Survival +0
  Senses passive Perception 8
  Languages Giant 
  Challenge 8 (3,900 XP)
  Poor Depth Perception. The cyclops has disadvantage on any attack 
  roll against a target more than 30 feet away. 
  Reckless. At the start of its turn, the cyclops can gain advantage 
  on all melee weapon attack rolls during that turn, but attack rolls 
  against it have advantage until the start of its next turn.
  Actions
  Multiattack. The cyclops makes two greataxe attacks.  It can use its 
  Cleaving Swing in place of one of its greataxe attacks.
  Greataxe. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 
  Hit: 26 (3d12 + 7) slashing damage.
  Rock. Ranged Weapon Attack: +10 to hit, range 30/120 ft., one 
  target. Hit: 29 (4d10 + 7) bludgeoning damage.
  Cleaving Swing (Recharges 5-6). The cyclops swings its greataxe, 
  and every creature within 10 feet of it must succeed on a DC 18 
  Dexterity saving throw. On a failed saving throw, a creature takes 
  26 (3d12 + 7) slashing damage. On a successful save, the creature 
  takes half as much damage.
  Cyclops Berserker
  These muscled brutes always charge into battle fearlessly, aiming 
  to draw attention to itself and away from its weaker allies.  They 
  are prized by slavers as they make excellent arena gladiators.
  Cyclops Storm Sorcerer
  Often thought of as shamans by their kin, these natural 
  spellcasters are able to harness the natural energy around 
  themselves and control the weather to suit the needs of their tribe.
   
  Cyclops Storm Sorcerer
  Huge giant, chaotic neutral
  Armor Class 14 (natural armor, 17 with mage armor) 
  Hit Points 171 (18d12 + 54)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         16 (+3)      11 (+0)       16 (+3)     10 (+0)      10 (+0)      16 (+3)
   
  Skills Perception +4, Nature +4 
  Damage Resistances lightning, thunder 
  Senses passive Perception 14
  Languages Giant 
  Challenge 10 (5,900 XP)
  Poor Depth Perception. The cyclops has disadvantage on any attack 
  roll against a target more than 30 feet away. 
  Heart of the Storm.  Whenever the cyclops casts a spell other than 
  a cantrip that deals lightning or thunder damage, a stormy aura 
  surrounds it.  In addition to the spell’s effects, creatures of its 
  choice within 10 feet of it take 10 (3d6) lightning or thunder damage 
  (cyclops' choice). 
  Spellcasting. The cyclops is a 9th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It 
  has the following sorcerer spells prepared:
  Cantrips (at will): firebolt, light, mage hand, shocking grasp
  1st level (4 slots): mage armor, thunderwave
  2nd level (3 slots): gust of wind, misty step, warding wind  
  3rd level (3 slots): lightning bolt, thunder step
  4th level (3 slot): ice storm, storm sphere
  5th level (1 slot): control winds
  Sorcery Points. The cyclops has 9 sorcery points. It can spend l or 
  more sorcery points as a bonus action to gain one of the following 
  benefits: 
    Heightened Spell: When the cyclops casts a spell that forces a 
  creature to make a saving throw to resist the spell's effects, it can 
  spend 3 sorcery points to give one target of the spell disadvantage 
  on its first saving throw against the spell.
    Quickened Spell: When the cyclops casts a spell that has a casting 
  time of 1 action, it can spend 2 sorcery points to change the casting 
  time to 1 bonus action for this casting.
  Actions
  Multiattack. The cyclops makes two melee attacks.
  Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 13 (3d6 + 3) bludgeoning damage.
  Rock. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. 
  Hit: 25 (4d10 + 3) bludgeoning damage.
  Cyclopes
  Cyclops Warrior
  Slightly more experienced in battle than the normal cyclops, these 
  warriors often serve as guards more than soldiers.
  Cyclopskin
  Cyclopskin are the smaller cousins of the cyclops, standing about 
  7 to 8 feet tall.  Although weaker, they appear to be slightly more 
  intelligent, as they can carry a conversation better than their more 
  brutish cousins.
  
  51
  Chapter 1. Bestiary
  Cyclopskin
  Large giant, chaotic neutral
  Armor Class 12 (hide armor) 
  Hit Points 77 (9d10 + 27)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         18 (+4)       11 (+0)      16 (+3)      10 (+0)        8 (-1)        10 (+0)
   
  Senses passive Perception 9
  Languages Giant 
  Challenge 3 (700 XP)
  Poor Depth Perception. The cyclopskin has disadvantage on any 
  attack roll against a target more than 30 feet away. 
  Actions
  Multiattack. The cyclopskin makes two melee attacks.
  Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) bludgeoning damage.
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 16 (2d6 + 4) piercing damage.
  Cyclops Warrior
  Huge giant, chaotic neutral
  Armor Class 18 (chain mail, shield) 
  Hit Points 161 (14d12 + 70)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         22 (+6)      11 (+0)       20 (+5)       8 (-1)          6 (-2)       10 (+0)
   
  Skills Athletics +9
  Senses passive Perception 8
  Languages Giant 
  Challenge 7 (2,900 XP)
  Poor Depth Perception. The cyclops has disadvantage on any attack 
  roll against a target more than 30 feet away. 
  Actions
  Multiattack. The cyclops makes two melee attacks or two ranged 
  attacks.
  Battleaxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 19 (3d8 + 6) slashing damage.
  Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 16 (3d6 + 6) piercing damage.
  
  52
  Chapter 1. Bestiary
  Mindmantle
  Small monstrosity, unaligned
  Armor Class 11 (natural armor)
  Hit Points 32 (7d6 + 7)
  Speed 10 ft., fly 30 ft.
   
  STR           DEX           CON           INT           WIS           CHA  
         16 (+3)       12 (+1)      13 (+1)       4 (-3)        14 (+2)        7 (-2)
   
  Skills Stealth +3 
  Senses blindsight 60 ft., passive Perception 10
  Languages -----
  Challenge 2 (450 XP)
  Damage Transfer. While attached to a creature, the mindmantle 
  takes only half the damage dealt to it (rounded down) and that 
  creature takes the other half.
  Echolocation. The mindmantle can't use its blindsight while 
  deafened.
  False Appearance. While the mindmantle remains motionless, it 
  is indistinguishable from a cave formation such as a stalactite or 
  stalagmite.
  Actions
  Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 6 (ld6 + 3) bludgeoning damage, and the mindmantle attaches 
  to the target. If the target is Medium or smaller and the mindmantle 
  has advantage on the attack roll, it attaches by engulfing the target's 
  head, and the target is also blinded and unable to breathe while the 
  mindmantle is attached in this way. 
    While attached to the target, the mindmantle can attack no other 
  creature except the target but has advantage on its attack rolls. The 
  mindmantle's speed also becomes 0, it can't benefit from any bonus 
  to its speed, and it moves with the target. 
    A creature can detach the mindmantle by making a successful DC 
  13 Strength check as an action. On its turn, the mindmantle can 
  detach itself from the target by using 5 feet of movement.
  Darkness Aura (3/Day). A 15-foot radius of magical darkness 
  extends out from the mindmantle, moves with it, and spreads 
  around corners. The darkness lasts as long as the mindmantle 
  maintains concentration, up to 10 minutes (as if concentrating on 
  a spell). Darkvision can't penetrate this darkness, and no natural 
  light can illuminate it. If any of the darkness overlaps with an area 
  of light created by a spell of 2nd level or lower, the spell creating the 
  light is dispelled.
  Madness. A target the mindmantle is attached to must succeed 
  on a DC 12 Wisdom saving throw with disadvantage on the roll 
  or be magically charmed by the mindmantle until the mindmantle 
  dies, is incapacitated, or is detached from the target.  While the 
  target is charmed in this way, it can telepathically see through the 
  mindmantle's eyes.
    The charmed target is under the mindmantle's control and the 
  mindmantle and the target can communicate telepathically.  The 
  mindmantle can choose to loosen its grip on the target's head so 
  that the target can breathe.  
    On each of its turns, the charmed target must move toward a 
  creature of the mindmantle's choosing and make a melee attack 
  against it if it is within reach.
    On its subsequent turns, the mindmantle must use its action to
  maintain control over the target, or the effect ends.  
    The target can make a Wisdom saving throw at the end of each of 
  its turns. On a success. the spell ends.  Also, whenever the charmed 
  target takes damage, the target can repeat the saving throw. On a 
  success, the effect ends.  
  Darkmantle
  Mindmantle
  On very rare instances, a darkmantle would happen 
  upon a very weak, wounded, or dying mind flayer that 
  has either been left by its companions or cast out from 
  its community.  Unable to defend itself, the once mighty 
  mindflayer becomes prey to the lowly darkmantle.  
  Weeks after the darkmantle has consumed the 
  mindflayer, a mutation curiously occurs.  The 
  darkmantle's head slightly increases in size, and its 
  intelligence and awareness improves, slowly viewing 
  its brethren as crude and slow.  It transforms into a 
  mindmantle and begins to crave brain matter.
    Madness Inducers. At first, the mindmantle behaves 
  like any other darkmantle.  It clings to a cavern ceiling 
  and waits for its prey to pass underneath.  When it 
  strikes, it attaches itself to its victim's head.  As soon as 
  it gets a strong hold, it uses its madness ability to gain 
  control of it and fend off the victim's allies.
  
  53
  Chapter 1. Bestiary
  Death Knight Lord
  Death Knight Lord
  Medium undead, chaotic evil
  Armor Class 21 (plate, shield)
  Hit Points 200 (21d8 + 105)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
        20 (+5)      11 (+0)       20 (+5)      12 (+1)     16 (+3)       20 (+5)
  Saving Throws Str +11, Dex +6, Wis +9, Cha +11
  Skills History +8, Insight +10, Intimidation +12
  Damage Resistances bludgeoning, piercing, and slashing from
    nonmagical weapons 
  Damage Immunities necrotic, poison
  Condition Immunities exhaustion, frightened, poisoned 
  Senses darkvision 120 ft., passive Perception 13
  Languages Abyssal, Common
  Challenge 19 (22,000)
  Fear Aura. A creature that starts its turn within 20 feet of the death 
  knight must succeed on a DC 13 Wisdom saving throw, unless 
  the death knight is incapacitated. On a failed save, the creature is 
  frightened for 1 minute.  While frightened in this way, a creature 
  must take the Dash action and move away from the death knight 
  by the safest available route on each of its turns, unless there is 
  nowhere to move, in which case it needn't take the Dash action. If 
  the creature ends its turn in a location where it doesn't have line 
  of sight to the death knight, the creature can repeat the saving 
  throw. On a success, the effect ends If a creature's saving throw is 
  successful, the creature is immune to the death knight's Fear Aura 
  for the next 24 hours.  
  Magic Resistance. The death knight has advantage on saving 
  throws against spells and other magical effects.
  Marshal Undead. Unless the death knight is incapacitated, it and 
  undead creatures of its choice within 60 feet of it have advantage 
  on saving throws against features that turn undead. 
  Smite (1/Turn). As a bonus action, when the death knight hits a 
  creature with a weapon attack, it can expend a 1st level spell slot 
  to deal 2d8 radiant or necrotic damage to the target. If the death 
  knight expends a spell slot of 2nd level or higher, the extra damage 
  increases by 1d8 for each level above 1st (maximum 5d8).
  Spellcasting. The death knight is a 19th-level spell caster. Its 
  spellcasting ability is Charisma (spell save DC 19, +11 to hit with 
  spell attacks). It has the following paladin spells prepared: 
  1st level (4 slots): command, compelled duel, searing smite 
  2nd level (3 slots): hold person, magic weapon
  3rd level (3 slots) : dispel magic, elemental weapon
  4th level (3 slots): banishment, staggering smite
  5th level (2 slots): destructive wave (necrotic)
  Actions
  Multiattack. The death knight uses Command Undead.  It then 
  makes three melee attacks. 
  Longsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing 
  damage if used with two hands, plus 22 (5d8) necrotic damage.
  Shield Bash. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d4 + 5) bludgeoning damage plus 22 (5d8) 
  necrotic damage. If the target is Large or smaller, it must succeed 
  on a DC 19 Strength saving throw or be knocked prone.
  Command Undead. The death knight targets one undead ally it 
  can see within 30 feet of it and gives it a telepathic command. The 
  target can use its reaction to move up to half its speed and make 
  one weapon attack.
  Hellfire Orb (1/Day). The death knight hurls a magical ball of 
  fire that explodes at a point it can see within 120 feet of it.  Each 
  creature in a 20-foot radius sphere centered on that point must 
  succeed on a DC 19 Dexterity saving throw. The sphere spreads 
  around corners. A creature takes 42 (12d6) fire damage and 42 
  (12d6) necrotic damage on a failed save, or half as much damage 
  on a successful one.
  Legendary Actions
  The death knight 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 death 
  knight regains spent legendary actions at the start of its turn.
  Weapon Attack. The death knight makes a weapon attack. 
  Move. The death knight moves up to half its speed.
  Command. The death knight uses its Command Undead ability.
  Cast a Spell (Costs 3 Actions). The death knight casts a spell 
    from its list of prepared spells, using a spell slot as normal.
  Reactions
  Parry. The death knight adds 6 to its AC against one melee attack 
  that would hit it. To do so, the death knight must see the attacker 
  and be wielding a melee weapon. 
  Death Knight Lord
  Death Knight Lords were once powerful noble paladins and 
  blackguards.  Stronger and deadlier, it is fortunate that there are 
  only a few of them existing, and each has a name that brings chills 
  up the spines of hardened adventurers.
    Seldom does the death knight lord leave its lair.  But when it 
  does, it is a harrowing sight as a death knight lord is never without 
  its entourage of skeleton champions, knights, and banshees.  Most 
  have nightmares as steeds but a few command skeleton dragons 
  or even dracoliches.  More often than not, if it is travelling, it is 
  leading an army of the undead.
  
  54
  Chapter 1. Bestiary
  Demons and Devils
  Presented in these two sections are additional advanced versions 
  of almost every demon and devil presented in the Monster Manual.
  
  55
  Chapter 1. Bestiary
  Balor Lord
  Balor lords are amongst the mightiest of demons, second only 
  to  Demon Princes of the Abyss and Demon Lords.  Unlike 
  normal balors, balor lords have terrifying cataclysmic powers and 
  additional magical abilities.  
    There are currently only a few known balor lords. Some of the 
  well known ones are Alzoll, Axithar, Badrazel, Balor (the original 
  and strongest of all balors), Chare'en, Errtu, Ndulu, Ter-Soth, and 
  Wendonai.
  Demons
  Balor Lord
  Huge fiend (demon), chaotic evil
  Armor Class 20 (natural armor)
  Hit Points 300 (24d12 + 144)
  Speed 40 ft., fly 80 ft.
  STR           DEX           CON           INT           WIS           CHA 
         26 (+8)       15 (+2)       22 (+6)     20 (+5)     18 (+4)       22 (+6)
  Saving Throws Str +15, Con +13, Wis +11, Cha +13 
  Damage Resistances cold, lightning; bludgeoning, piercing,
    and slashing from nonmagical weapons
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses truesight 120 ft., passive Perception 13
  Languages Abyssal, telepathy 120 ft. 
  Challenge 21 (30,000 XP)
  Death Throes. When the balor dies, it explodes, and each creature 
  within 30 feet of it must succeed on a DC 21 Dexterity saving 
  throw, taking 70 (20d6) fire damage on a failed save, or half as 
  much damage on a successful one. The explosion ignites flammable 
  objects in that area that aren't being worn or carried, and it destroys 
  the balor's weapons. 
  Fire Aura. At the start of each of the balor's turns, each creature 
  within 5 feet of it takes 10 (3d6) fire damage, and flammable objects 
  in the aura that aren't being worn or carried ignite. A creature that 
  touches the balor or hits it with a melee attack while within 5 feet of 
  it takes 10 (3d6) fire damage.
  Magic Resistance. The demon has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The balor's weapon attacks are magical. 
  Innate Spellcasting. The balor's innate spellcasting ability is 
  Charisma (spell save DC 21). The balor can innately cast the 
  following spells, without providing material components:
  At will: detect magic, polymorph (self only)
  3/day each: dispel magic, dominate person, telekinesis 
  1/day each: dominate monster, fire storm, power word stun
  Actions
  Multiattack. The balor can use its Frightful Presence.  It then makes 
  two attacks: one with its longsword and one with its whip.
  Longsword. Melee Weapon Attack: +15 to hit, reach 10 ft., one 
  target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning 
  damage. If the balor scores a critical hit, it rolls damage dice three 
  times, instead of twice.
  Whip. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 
  15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the 
  target must succeed on a DC 23 Strength saving throw or be pulled 
  up to 25 feet toward the balor.
  Frightful Presence. Each creature of the balor's choice that is 
  within 120 feet of the balor and aware of it must succeed on a DC 
  21 Wisdom saving throw or become frightened for 1 minute. A 
  creature can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. If a creature's saving throw 
  is successful or the effect ends for it, the creature is immune to the 
  balor's Frightful Presence for the next 24 hours.
  Meteor Strike (1/Day). While flying, the balor lord dives at least 
  40 feet toward a target space on the ground, creating a massive 
  explosion 60 feet in diameter centered on the balor. This sprays rock 
  and fire in all directions and forms a crater the size of the explosion. 
  Each creature within 30 feet of the target space must succeed on a 
  DC 21 Strength saving throw, taking 28 (8d6) fire damage and 28 
  (8d6) bludgeoning damage and is knocked prone on a failed save, 
  or half as much damage and is not knocked prone on a successful 
  one. Additionally, the ground in that area becomes difficult terrain is 
  engulfed in flames for ten minutes. A creature that starts its turn in 
  the area while it is still in flames takes 10 (3d6) fire damage. Each 
  5-foot-square portion of the area requires at least 30 minutes to 
  clear by hand. 
  Teleport. The balor magically teleports, along with any equipment it 
  is wearing or carrying, up to 120 feet to an unoccupied space it can 
  see.
  Legendary Actions
  The balor can take three 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 balor 
  regains spent legendary actions at the start of its turn.
  Move. The balor moves up to half its speed.
  Whip. The balor makes a whip attack.  
  Longsword (Costs 2 Actions). The balor makes a longsword attack.  
  Teleport (Costs 2 Actions). The balor magically teleports, along 
  with any equipment it is wearing or carrying, up to 120 feet to an 
  unoccupied space it can see.
  Cast a Spell (Costs 2 Actions). The balor casts a spell from its list 
  of innate spells, using a spell slot as normal.
  Infernal Blast Wave (Costs 3 Actions). Infernal fire erupts and 
  surges from the balor, striking creatures around it. Each creature 
  within 20 feet of the balor must succeed on a DC 21 Dexterity 
  saving throw. On a failed save, the target takes 14 (4d6) fire damage 
  and 14 (4d6) necrotic damage and catches fire. On a successful 
  save, the target takes half as much damage and doesn't catch fire.
  
  56
  Chapter 1. Bestiary
  Barlgura Pack Lord
  Huge fiend (demon), chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 184 (16d12 + 80)
  Speed 50 ft., climb 50 ft.
  STR           DEX           CON           INT           WIS           CHA 
         22 (+6)      15 (+2)       20 (+5)       8 (-1)       16 (+3)       10 (+0)
  Saving Throws Dex +7, Con +9 
  Skills Perception +7, Stealth +7
  Damage Resistances cold, fire, lightning
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15
  Languages Abyssal, telepathy 120 ft. 
  Challenge 10 (5,900 XP)
  Innate Spellcasting. The barlgura's spellcasting ability is Wisdom 
  (spell save DC 15). The barlgura can innately cast the following 
  spells, without providing material components:
  At will: darkness, disguise self, invisibility (self only)
  3/day each: dispel magic, entangle, phantasmal force
  Pack Tactics. The barlgura has advantage on an attack roll against 
  a creature if at least one of the barlgura's allies is within 5 feet of the 
  creature and the ally isn't incapacitated.
  Packmaster. An allied barlgura that starts its turn within 30 feet of 
  this barlgura that can see or hear this barlgura gains Pack Tactics 
  until the start of its next turn. 
  Running Leap. The barlgura's long jump is up to 60 feet and its high 
  jump is up to 30 feet when it has a running start.
  Actions
  Multiattack. The barlgura makes three attacks: one with its bite and 
  two with its fists.  If both fist attacks hit a Huge or smaller creature, 
  the target must succeed on a DC 18 Strength saving throw or take 
  an extra 17 (2d10 + 6) bludgeoning damage and be knocked prone.
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 
  (3d6 + 6) piercing damage.
  Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 
  (2d8 + 6) bludgeoning damage. 
  Barlgura Abductor
  Large fiend (demon), chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 85 (10d10 + 30)
  Speed 40 ft., climb 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         20 (+5)      16 (+3)       16 (+3)       7 (-2)       14 (+2)         9 (-1)
  Saving Throws Dex +6, Con +6 
  Skills Athletics +11, Perception +5, Stealth +9
  Damage Resistances cold, fire, lightning
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15
  Languages Abyssal, telepathy 120 ft. 
  Challenge 6 (2,300 XP)
  Innate Spellcasting. The barlgura abductor's spellcasting ability is 
  Wisdom (spell save DC 13). The barlgura abductor can innately cast 
  the following spells, without providing material components:
  At will: disguise self, invisibility (self only)
  2/day each: entangle, phantasmal force
  Running Leap. The barlgura abductor's long jump is up to 50 feet 
  and its high jump is up to 25 feet when it has a running start.
  Actions
  Multiattack. The barlgura abductor makes three attacks: one with 
  its bite and two with its fists. 
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  12(2d6 + 5) piercing damage.
  Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 
  (1d10 + 5) bludgeoning damage and if the target is a Medium or 
  smaller creature, it is also grappled (escape DC 15). 
  Teleport (3/Day). The barlgura abductor magically teleports, along 
  with any creature it is grappled with and any equipment it is wearing 
  or carrying, up to 120 feet to an unoccupied space it can see. 
  Barlgura Abductor
  The barlgura abductor is a crafty demon that specializes in 
  kidnapping and retrieving creatures.  It is because of this that it is 
  often summoned by wizards, evil high level priests, and tyrannical 
  despots when they need someone kidnapped and brought to their 
  presence.  
    Expert Infiltrators.  The barlgura is extremely agile for its size, 
  and can easily scale and traverse difficult barriers and blockades.  
  Its abilitiy to teleport thrice a day makes it even harder to catch or 
  intercept.
  Barlgura Pack Lord
  The largest of its kind, the barlgura pack lord is a savage and 
  brutal demon.  When tasked by demon lords to battle, the barlgura 
  pack lord leads a pack of its mightiest barlguras to take down 
  critical targets, such as an opposing army's general, even if that 
  general is a balor or pit fiend.
  
  57
  Chapter 1. Bestiary
  Glabrezu Deceiver
  Huge fiend (demon), chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 184 (18d12 + 90)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         22 (+6)      15 (+2)       23 (+6)     20 (+5)      17 (+3)       18 (+4)
  Saving Throws Str +10, Con +10, Wis +7, Cha +8 
  Skills Deception +12, Perception +8, Persuasion +12
  Damage Resistances cold, fire, lightning; bludgeoning, piercing,
    and slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities poisoned
  Senses truesight 120 ft., passive Perception 18
  Languages Abyssal, telepathy 120 ft. 
  Challenge 15 (13,000 XP)
  Aura of Discord. A creature hostile to the glabrezu that starts 
  its turn within 20 feet of the glabrezu must succeed on a DC 18 
  Wisdom saving throw, unless the glabrezu is incapacitated. On a 
  failed save, the target is charmed until the start of its next turn. 
  While charmed by the glabrezu, the creature must move up to its 
  speed and make a melee weapon attack against a creature of the 
  glabrezu's choice that the glabrezu can see.  Constructs and undead 
  are immune to this effect.
  Innate Spellcasting. The glabrezu's innate spellcasting ability is 
  Intelligence (spell save DC 18). The glabrezu can innately cast the 
  following spells, without providing material components:
  At will: command, darkness, detect magic, dispel magic
  3/day each: confusion, fly, mirror image 
  1/day each: power word stun, reverse gravity
  Magic Resistance. The demon has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The glabrezu makes four attacks: two with its pincers 
  and two with its fists. Alternatively, it makes two attacks: two with its 
  pincers and casts one spell.
  Pincer. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 
  Hit: 22 (3d10 + 6) bludgeoning damage. If the target is a Medium or 
  smaller creature, it is grappled (escape DC 16). The glabrezu has 
  two pincers, each of which can grapple only one target.
  Fist. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 
  (2d6 + 3) bludgeoning damage. 
  Fiendish Charm. One humanoid the glabrezu can see within 30 feet 
  of it must succeed on a DC 18 Wisdom saving throw or be magically 
  charmed for 1 day. The charmed target obeys the glabrezu's spoken 
  commands. If the target suffers any harm from the glabrezu or 
  another creature or receives a suicidal command from the glabrezu, 
  the target can repeat the saving throw, ending the effect on itself on 
  a success. If a target's saving throw is successful, or if the effect ends 
  for it, the creature is immune to the glabrezu's Fiendish Charm for 
  the next 24 hours.
  Legendary Actions
  The glabrezu can take three 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 glabrezu 
  regains spent legendary actions at the start of its turn.
  Move. The glabrezu moves up to half its speed.
  Slam. The glabrezu makes a fist attack. 
  Pincer (Costs 2 Actions). The glabrezu makes a pincer attack.
  Charm (Costs 2 Actions). The glabrezu uses its Fiendish Charm.
  Cast a Spell (Costs 2 Actions). The glabrezu casts a spell from its 
  list of innate spells, using a spell slot as normal.
  Glabrezu Deceiver
  Glabrezu Deceivers are demons who 
  have perfected the art of tricking and 
  tempting powerful mortals into ruin and 
  destruction, enabling the glabrezu to claim 
  their souls for its own personal use and 
  consumption.  
    While it tries its best to avoid combat 
  and confrontation, a glabrezu deceiver 
  will fight if pressed.   It is a formidable 
  opponent due to its craftiness and its ever 
  present aura of discord that can turn its 
  foes against each other.
  
  58
  Chapter 1. Bestiary
  Goristro Juggernaut
  Huge fiend (demon), chaotic evil
  Armor Class 20 (natural armor)
  Hit Points 377 (26d12 + 208)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         26 (+8)      11 (+0)       26 (+8)        6 (-2)       13 (+1)        4 (-3)
  Saving Throws Str +14, Dex +6, Con +14, Wis +7 
  Skills Perception +7
  Damage Resistances cold, fire, lightning; bludgeoning, piercing,
    and slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 17
  Languages Abyssal, telepathy 120 ft. 
  Challenge 18 (20,000 XP)
  Charge. If the goristro moves at least 15 feet straight toward a target 
  and then hits it with a gore attack on the same turn, the target takes 
  an extra 44 (8d10) piercing damage. If the target is a creature, it 
  must succeed on a DC 22 Strength saving throw or be pushed up to 
  20 feet away and knocked prone.  If the target's saving throw fails by 
  5 or more, the target is also stunned until the end of its next turn.
  Labyrinthine Recall. The goristro can perfectly recall any path it has 
  traveled.
  Magic Resistance. The demon has advantage on saving throws 
  against spells and other magical effects.
  Siege Monster. The goristro deals double damage to objects and 
  structures.
  Actions
  Multiattack. The goristro makes four attacks: one with its bite, two 
  with its fists, and one with its hoof.  The goristro can use its Trample 
  in place of its hoof attack if it is available.
  Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 24 
  (3d10 + 8) piercing damage.
  Fist. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 
  21 (3d8 + 8) bludgeoning damage.
  Hoof. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 
  24 (3d10 + 8) bludgeoning damage.  If the target is a creature, it 
  must succeed on a DC 22 Strength saving throw or be knocked 
  prone.
  Gore. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 
  52 (8d10 + 8) piercing damage. 
  Trample (Recharge 5-6). The goristro moves up to its speed in 
  a straight line. During this move, it can enter Large or smaller 
  creatures' spaces. A creature whose space the goristro enters 
  must succeed on a DC 22 Dexterity saving throw. On a successful 
  save, the creature is pushed 5 feet to the nearest space out of the 
  goristro's path. On a failed save, the creature falls prone and takes 
  24 (3d10 + 8) bludgeoning damage. If the goristro remains in the 
  prone creature's space, the creature is also restrained until it's no 
  longer in the same space as the goristro. While restrained in this 
  way, the creature, or another creature within 5 feet of it, can make a 
  DC 22 Strength check. On a success, the creature is shunted to an 
  unoccupied space of its choice within 5 feet of the goristro and is no 
  longer restrained.
  Chasme Tormentor
  Large fiend (demon), chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 120 (16d10 + 32)
  Speed 20 ft., fly 60 ft.
  STR           DEX           CON           INT           WIS           CHA 
         15 (+2)      16 (+3)       14 (+2)      12 (+1)     14 (+2)       10 (+0)
  Saving Throws Dex +6, Wis +5 
  Skills Investigate +4, Perception +5, Survival +5
  Damage Resistances cold, fire, lightning
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 10 ft., darkvision 120 ft., passive Perception 15
  Languages Abyssal, telepathy 120 ft. 
  Challenge 8 (3,900 XP)
  Drone. The chasme produces a horrid droning sound to which 
  demons are immune. Any other creature that starts its turn within 
  30 feet of the chasme must succeed on a DC 12 Constitution saving 
  throw or fall unconscious for 10 minutes. A creature that can't 
  hear the drone automatically succeeds on the save. The effect on 
  the creature ends if it takes damage or if another creature takes an 
  action to splash it with holy water. If a creature's saving throw is 
  successful or the effect ends for it, it is immune to the drone for the 
  next 24 hours.
  Innate Spellcasting. The chasme's innate spellcasting ability is 
  Intelligence (spell save DC 13). The chasme can innately cast the 
  following spells, without providing material components:
  At will:: darkness, detect magic
  2/day each: crown of madness, enemies abound, mind spike 
  1/day each: telekinesis 
  Magic Resistance. The demon has advantage on saving throws 
  against spells and other magical effects.
  Spider Climb. The chasme can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability check.
  Actions
  Multiattack. The chasme attacks twice: one with its proboscis and 
  one with its claws.
  Proboscis. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 
  Hit: 17 (4d6 + 3) piercing damage plus 24 (7d6) necrotic damage, 
  and the target's hit point maximum is reduced by an amount equal 
  to the necrotic damage taken. If this effect reduces a creature's hit 
  point maximum to 0, the creature dies. This reduction to a creature's 
  hit point maximum85 lasts until the creature finishes a long rest or 
  until it is affected by a spell like greater restoration.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 
  (2d4 + 3) piercing damage plus 14 (4d6) necrotic damage.
  Chasme Tormentor
  Unlike its normal kind, the demented chasme tormentor has 
  special skills and spell-like abilities that enable it to track, pursue, 
  and toy with its targets.
  Goristro Juggernaut
  Goristro juggernauts are hulking versions of their normal kind.  In 
  addition to its devastating normal attacks, it is also able to crush 
  its opponents with its trample ability.
  
  59
  Chapter 1. Bestiary
  Hezrou Sergeant
  Large fiend (demon), chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 168 (16d10 + 80)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         20 (+5)      17 (+3)       20 (+5)        5 (-3)       14 (+2)      13 (+1)
  Saving Throws Str +9, Con +9, Wis +6 
  Damage Resistances cold, fire, lightning; bludgeoning, piercing,
    and slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities poisoned
  Senses truesight 120 ft., passive Perception 11
  Languages Abyssal, telepathy 120 ft. 
  Challenge 12 (8,400 XP)
  Innate Spellcasting. The hezrou's innate spellcasting ability is 
  Wisdom (spell save DC 14). The hezrou can innately cast the 
  following spells, without providing material components:
  At will: detect magic
  3/day each: blight, dispel magic, gaseous form
  1/day: divine word  
  Magic Resistance. The demon has advantage on saving throws 
  against spells and other magical effects.
  Sickening Stench. Any creature that starts its turn within 10 feet of 
  the hezrou must succeed on a DC 15 Constitution saving throw or 
  be poisoned until the start of its next turn. Until this poison ends, 
  the target is stunned. On a successful saving throw, the creature is 
  immune to the hezrou's sickening stench for 24 hours.
  Actions
  Multiattack. The hezrou makes three attacks: one with its bite and 
  two with its claws.
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 
  (2d10 + 5) piercing damage.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 
  (2d6 + 5) slashing damage.
  Ruthless Command (Recharges after a Short or Long Rest). For 
  1 minute, the hezrou can issue a telepathic command whenever 
  a nonhostile creature that it can see within 30 feet of it makes an 
  attack roll. The creature takes 1d8 psychic damage and can add a 
  d8 to its roll provided it can understand the hezrou. A creature can 
  benefit from only one ruthless command die at a time. This effect 
  ends if the hezrou is incapacitated.
  Teleport. The hezrou magically teleports, along with any equipment 
  it is wearing or carrying, up to 60 feet to an unoccupied space it can 
  see.
  Legendary Actions
  The hezrou can take three 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 hezrou 
  regains spent legendary actions at the start of its turn.
  Claw. The hezrou makes a claw attack.
  Teleport (Costs 2 Actions). The hezrou magically teleports, along 
  with any equipment it is wearing or carrying, up to 60 feet to an 
  unoccupied space it can see.
  Cast a Spell (Costs 3 Actions). The hezrou casts a spell from its list 
  of innate spells, using a spell slot as normal.
  Immolith
  Large fiend (demon, undead), chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 126 (12d10 + 60)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         18 (+4)      14 (+2)       18 (+4)        8 (-1)       14 (+2)        8 (-1)
  Saving Throws Dex +5, Con +7, Wis +5
  Damage Resistances lightning; bludgeoning, piercing,
    and slashing from nonmagical weapons
  Damage Immunities fire, poison
  Condition Immunities exhaustion, grappled, paralyzed, petrified,
    poisoned, prone, restrained, unconscious
  Senses truesight 120 ft., passive Perception 12
  Languages Abyssal, telepathy 120 ft. 
  Challenge 7 (2,900 XP)
  Fire Aura. At the start of each of the immolith's turns, each creature 
  within 5 feet of it takes 5 (1d10) fire damage, and flammable objects 
  in the aura that aren't being worn or carried ignite. 
  Fire Form. The immolith can move through a space as narrow as 1 
  inch wide without squeezing. A creature that touches the immolith 
  or hits it with a melee attack while with in 5 feet of it takes 5 (1d10) 
  fire damage. In addition, the immolith can enter a hostile creature's 
  space and stop there. The first time it enters a creature's space on 
  a turn, that creature takes 5 (1d10) fire damage and catches fire; 
  until someone takes an action to douse the fire, the creature takes 5 
  (1d10) fire damage at the start of each of its turns.
  Illumination. The immolith sheds bright light in a 20-foot radius and 
  dim light in an additional 20 feet. 
  Water Susceptibility. For every 5 feet the immolith moves in water, 
  or for every gallon of water splashed on it, it takes 1 cold damage.
  Actions
  Multiattack. The immolith uses deathfire curse and makes two claw 
  attacks. 
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  8 (1d8 + 4) slashing damage plus 5 (1d10) fire damage, and if the 
  target is a Large or smaller creature, it is also grappled (escape DC 
  14).  While a creature is grappled, it loses resistance to fire.  The 
  immolith can have up to four creatures grappled.
  Deathfire Curse. The immolith targets one creature it can see 
  within 60 feet of it.  The target must succeed on a DC 13 Wisdom 
  saving throw.  On a failed save, a creature takes 14 (4d6) fire damage 
  and catches fire, taking 5 (1d10) fire damage at the end of each of 
  its turns.  An affected creature or another creature within 5 feet of it 
  can take an action to extinguish the fire.  On a successful save, the 
  creature takes half as much damage and doesn't catch fire.
  Hezrou Sergeant
  The lowest ranking officer of a demon army, the hezrou sergeant 
  is still a dangerous opponent because of its ability to cast spells 
  and emit a nauseating stench that can overwhelm its foes.
  Immolith
  When a demon dies a magical fiery death and its spirit is unable 
  to reform when it returns to the abyss, it sometimes forms as an 
  immolith.  
    Immoliths appear as large four armed skeletons with no visible 
  lower bodies and are eternally shrouded in flames.  Opponents 
  who are foolish enough to get close are burned and may even 
  catch fire.  Even worse, the mere glare of an immolith can cause a 
  targeted creature to burst into flames.
  
  60
  Chapter 1. Bestiary
  Marilith General
  Large fiend (demon), chaotic evil
  Armor Class 19 (natural armor)
  Hit Points 210 (20d10 + 100)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         20 (+5)       20 (+5)       20 (+5)     18 (+4)     16 (+3)       20 (+5)
  Saving Throws Str +11, Con +11, Wis +9, Cha +11 
  Damage Resistances cold, fire, lightning; bludgeoning, piercing,
    and slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities poisoned
  Senses truesight 120 ft., passive Perception 13
  Languages Abyssal, telepathy 120 ft. 
  Challenge 18 (20,000 XP)
  Innate Spellcasting. The marilith's innate spellcasting ability is 
  Charisma (spell save DC 19). The marilith can innately cast the 
  following spells, without providing material components:
  At will: detect magic
  3/day each: fly, polymorph (self only), telekinesis 
  1/day each: blade barrier, project image
  Magic Resistance. The demon has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The marilith's weapon attacks are magical. 
  Reactive. The marilith can take one reaction on every turn in a 
  combat.
  Actions
  Multiattack. The marilith makes seven attacks: six with its 
  longswords and one with its tail.
  Longsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 13 (2d8 + 5) slashing damage plus 3 (1d6) poison 
  damage.
  Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. 
  Hit: 16 (2d10 + 5) bludgeoning damage. If the target is Medium or 
  smaller, it is grappled (escape DC 15). Until this grapple ends, the 
  target is restrained, the marilith can automatically hit the target with 
  its tail, and the marilith can't make tail attacks.
  Bladestorm (Recharges 5-6). The marilith moves up to its walking 
  speed and targets each creature within 5 feet of it during its 
  movement. Each target must succeed on a DC 19 Dexterity saving 
  throw or take 43 (6d12 +5) slashing damage plus 21 (6d6) poison 
  damage. The marilith's movement during this action will not provoke 
  opportunity attacks. 
  Ruthless Command (Recharges after a Short or Long Rest). For 
  1 minute, the marilith can issue a telepathic command whenever 
  a nonhostile creature that it can see within 30 feet of it makes an 
  attack roll. The creature takes 1d8 psychic damage and can add a 
  d12 to its roll provided it can understand the marilith. A creature 
  can benefit from only one ruthless command die at a time. This 
  effect ends if the marilith is incapacitated.
  Teleport. The marilith magically teleports, along with any equipment 
  it is wearing or carrying, up to 120 feet to an unoccupied space it 
  can see.
  Legendary Actions
  The marilith can take three 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 marilith 
  regains spent legendary actions at the start of its turn.
  Command. The marilith targets one ally it can see within 30 feet of 
  it. If the target can see and hear the marilith, the target can make 
  one weapon attack as a reaction and gains advantage on the attack 
  roll.
  Longsword. The marilith makes a longsword attack.
  Teleport (Costs 2 Actions). The marilith magically teleports, along 
  with any equipment it is wearing or carrying, up to 120 feet to an 
  unoccupied space it can see.
  Tail Swipe (Costs 3 Actions). Each creature within 10 feet of the 
  marilith must succeed on a DC 19 Strength saving throw, taking 
  20 (3d10 + 4) bludgeoning damage and is knocked prone on a 
  failed save, or half as much damage and isn't knocked prone on a 
  successful one. The marilith can't use Tail Swipe if it has a creature 
  grappled with its tail.
  Reactions
  Parry. The marilith adds 6 to its AC against one melee attack that 
  would hit it. To do so, the marilith must see the attacker and be 
  wielding a melee weapon. 
  Marilith General
  The highest ranking officer of a demon army that only answers 
  to balors, demon lords, and demon princes, the marilith 
  general is a cunning and brilliant strategist.  
    If she finds opportunity, however, she will wade into the thick 
  of battle with her six poison-tipped swords.
    The known marilith generals are Marilith, the great demon 
  for whom the race of mariliths was named, Bethshiva, 
  Charsultketh, Kalistes, Mulvassys the Sceptered, Nethess,
  Reluhantis and Unhath, both servants of Graz'zt, Vhissilka, 
  Y'tossi, and Yxunomei.
  
  61
  Chapter 1. Bestiary
  Nalfeshnee Captain
  Large fiend (demon), chaotic evil
  Armor Class 19 (natural armor)
  Hit Points 207 (18d10 + 108)
  Speed 20 ft., fly 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         22 (+6)      10 (+0)       22 (+6)     19 (+4)      12 (+1)       16 (+3)
  Saving Throws Str +11, Con +9, Wis +6, Cha +7 
  Damage Resistances cold, fire, lightning; bludgeoning, piercing,
    and slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities poisoned
  Senses truesight 120 ft., passive Perception 11
  Languages Abyssal, telepathy 120 ft. 
  Challenge 17 (18,000 XP)
  Innate Spellcasting. The nalfeshnee's spellcasting ability is 
  Intelligence (spell save DC 17). The nalfeshnee can innately cast the 
  following spells, without providing material components:
  At will: detect magic
  3/day each: call lightning, dispel magic, polymorph (self only), slow 
  1/day: feeblemind 
  Magic Resistance. The demon 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.  If both 
  claw attacks hit the same creature, the target takes an extra 10 (3d6) 
  slashing damage and must succeed on a DC 19 Constitution saving 
  throw or be stunned until the end of its next turn. 
  Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 33 
  (5d10 + 6) piercing damage.
  Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 
  15 (3d6 + 5) slashing damage.
  Horror Nimbus (Recharges 5-6). The nalfeshnee magically emits 
  scintillating, multicolored light. Each creature within 20 feet of the 
  nalfeshnee that can see the light must succeed on a DC 16 Wisdom 
  saving throw or be frightened for 1 minute. If the initial saving throw 
  fails by 5 or more, the creature is paralyzed while frightened in this 
  way. 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. 
  Ruthless Command (Recharges after a Short or Long Rest). For 1 
  minute, the nalfeshnee can issue a telepathic command whenever 
  a nonhostile creature that it can see within 30 feet of it makes an 
  attack roll. The creature takes 1d8 psychic damage and can add a 
  d10 to its roll provided it can understand the nalfeshnee. A creature 
  can benefit from only one ruthless command die at a time. This 
  effect ends if the nalfeshnee is incapacitated.
  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.
  Legendary Actions
  The nalfeshnee can take three 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 nalfeshnee 
  regains spent legendary actions at the start of its turn.
  Claw. The nalfeshnee makes a claw attack.
  Command. The nalfeshnee targets one ally it can see within 30 feet 
  of it. If the target can see and hear the nalfeshnee, the target can 
  make one weapon attack as a reaction.
  Teleport (Costs 2 Actions). The nalfeshnee magically teleports, 
  along with any equipment it is wearing or carrying, up to 120 feet to 
  an unoccupied space it can see.
  Cast a Spell (Costs 2 Actions). The nalfeshnee casts a spell from its 
  list of innate spells, using a spell slot as normal.
  Nalfeshnee Captain
  The vicious nalfeshnee captain, unliked its lower-
  ranked brethren, is able to wield spells and bully demon 
  underlings to follow its command.  It is so ferocious in 
  battle, it can incapacitate a creature momentarily with 
  its rending iron claws.
    Among the known nalfeshnee captains are Nalfeshnee 
  himself and Zerevimeel.
  Greater Shadow Demon
  When a more powerful demon such as a hezrou is 
  slain and its spirit is unable to reform in the abyss, its 
  essence can take form as a greater shadow demon.  
  These insidious creatures are far deadlier and more 
  frightening than the normal shadow demon.  
  
  62
  Chapter 1. Bestiary
  Greater Shadow Demon
  Large fiend (demon), chaotic evil
  Armor Class 14
  Hit Points 152 (16d10 + 64)
  Speed 40 ft., fly 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
           1 (-5)        18 (+4)      16 (+3)      14 (+2)      14 (+2)       14 (+2)
  Saving Throws Dex +5, Cha +4
  Skills Stealth +4
  Damage Vulnerabilities radiant
  Damage Resistances acid, fire, necrotic, thunder; bludgeoning,
     piercing, and slashing from nonmagical weapons
  Damage Immunities cold, lightning, poison
  Condition Immunities exhaustion, grappled, paralyzed, petrified,
    poisoned, prone, restrained
  Senses truesight 120 ft., passive Perception 12
  Languages Abyssal, telepathy 120 ft. 
  Challenge 7 (2,900 XP)
  Incorporeal Movement. The demon can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 (1 d1 
  0) 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.
  Shadow Step. While in dim light or darkness, the demon can 
  teleport as a bonus action up to 60 feet to an unoccupied space it 
  can see that is also in dim light or darkness. It then has advantage 
  on the first melee attack it makes before the end of the turn.
  Actions
  Multiattack. The demon makes two claw attacks. 
  Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 
  14 (3d6 + 4) psychic damage or, if the demon had advantage on the 
  attack roll, 25 (6d6 + 4) psychic damage.
  Insidious Darkness (1/Day). Magical darkness surges forth from 
  the demon, filling a 30-foot radius sphere centering around it and 
  spreading around corners.  A creature with darkvision can’t see 
  through this darkness. Non-magical light, as well as light created 
  by spells of 4th level or lower, can't illuminate the area.  Demonic 
  cackling, screams, and laughter can be heard within the sphere. 
  Whenever a creature that isn't a demon starts its turn in the sphere, 
  it must succeed on a DC 14 Wisdom saving throw, taking 18 (4d8) 
  psychic damage on a failed save, or half as much damage on a 
  successful one.  The demon must concentrate to maintain the 
  insidious darkness (as if concentrating on a spell), which lasts for up 
  to l minute.
  Vrock Doomsayer
  Large fiend (demon), chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 133 (14d10 +56)
  Speed 40 ft., fly 60 ft.
  STR           DEX           CON           INT           WIS           CHA 
         18 (+4)      15 (+2)       18 (+4)       8 (-1)       14 (+2)         8 (-1)
  Saving Throws Dex +5, Wis +4, Cha +2 
  Damage Resistances cold, fire, lightning; bludgeoning, piercing,
    and slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 11
  Languages Abyssal, telepathy 120 ft. 
  Challenge 8 (3,900 XP)
  Innate Spellcasting. The vrock's innate spellcasting ability is 
  Wisdom (spell save DC 13). The vrock doomsayer can innately cast 
  the following spells, without providing material components:
  At will: darkness, detect magic, heroism, mirror image
  3/day each: polymorph (self only), telekinesis
  Magic Resistance. The demonn has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The vrock doomsayer makes three attacks: one with its 
  beak and two with its talons.
  Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 
  (2d6 + 4) piercing damage.
  Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  15 (2d10 + 4) slashing damage.
  Spores (Recharge 5-6). A 15-foot-radius cloud of toxic spores 
  extends out from the vrock. The spores spread around corners. 
  Each creature in that area must succeed on a DC 15 Constitution 
  saving throw or become poisoned. Until this poison ends, a target 
  takes 5 (1d10) poison damage at the start of each of its turns. A 
  target can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. Emptying a vial of holy water 
  on the target also ends the effect on it. 
  Stunning Screech (Recharge 6). The vrock emits a horrific screech. 
  Each creature within 20 feet of it that can hear it and that isn't a 
  demon must succeed on a DC 15 Constitution saving throw or be 
  stunned until the end of its next turn.
  Dance of Ruin (1/Day). The vrock doomsayer joins hands with 
  at least 2 other vrocks in a circle, chanting and performing a 
  wild ritual dance for 3 consecutive turns.  They share the same 
  initiative, and take their turns at the same time.  At the end of 
  3 turns of dancing, a violent wave of crackling, infernal energy 
  explodes in a 100-foot radius, centered on the vrocks. Each 
  target caught in the explosion that isn't a demon must succeed 
  on a DC 13 Dexterity saving throw, taking 6d6 lightning damage 
  and 6d6 necrotic damage on a failed save, or half as much on a 
  successful one. For each additional vrock that joins in the dance, 
  the damage increases by 2d6 lightning damage and 2d6 necrotic 
  damage, to a maximum of 10d6 lightning damage and 10d6 
  necrotic when five or more vrocks are dancing.  
    The dance of ruin immediately ends if the vrock doomsayer is 
  incapacitated or dies, or if the number of vrocks performing the 
  dance drops below 3. 
  
  63
  Chapter 1. Bestiary
  Yochlol Elder
  Large fiend (demon, shapechanger), chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 230 (20d10 + 120)
  Speed 30 ft., climb 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         19 (+4)       14 (+2)      22 (+6)     14 (+2)      16 (+3)       16 (+3)
  Saving Throws Dex +7, Int +7, Wis +8, Cha +8 
  Damage Resistances cold, fire, lightning; bludgeoning, piercing,
    and slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities poisoned
  Senses truesight 120 ft., passive Perception 13
  Languages Abyssal, Elvish, Undercommon 
  Challenge 13 (10,000 XP)
  Rapid Shapechanger. The yochlol elder can use a bonus action to 
  polymorph into a form that resembles a female drow or giant spider, 
  or back into its true 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.
  Maddening Webs. A creature that starts its turn in a space filled 
  with webbing conjured by the yochlol elder's web spell takes 7 (2d6) 
  psychic damage.
  Magic Resistance. The yochlol has advantage on saving throws 
  against spells and other magical effects.
  Spider Climb. The yochlol can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability check. 
  Innate Spellcasting. The yochlol's spellcasting ability is Charisma 
  (spell save DC 19). The marilith general can innately cast the 
  following spells, without providing material components:
  At will: detect thoughts, web
  3/day each: stone shape, telekinesis
  1/day: dominate person
  Web Walking. The yochlol ignores movement restrictions caused by 
  webbing.
  Actions
  Multiattack. The yochlol makes two melee attacks.
  Slam (Bite in Spider Form). Melee Weapon Attack: +9 to hit, reach 
  5 ft. (15 ft. in demon form), one target. Hit: 8 (1d8 + 4) bludgeoning 
  (piercing in spider form) damage plus 28 (8d6) poison damage.
  Amorphous Flurry (Demon Form only, Recharge 5-6). The yochlol 
  makes four slam attacks.
  Noxious Mist Form.  The yochlol transforms into toxic mist or 
  reverts to its true form. Any equipment it is wearing or carrying is 
  also transformed. It reverts to its true form if it dies. 
    While in mist form, the yochlol is incapacitated and can't speak. It 
  has a flying speed of 30 feet, can hover, and can pass through any 
  space that isn't airtight. It has advantage on Strength, Dexterity, and 
  Constitution saving throws, and it is immune to nonmagical damage.
    While in mist form, the yochlol can enter a creature's space and 
  stop there. Each time that creature starts its turn with the yochlol 
  in its space, the creature must succeed on a DC 14 Constitution 
  saving throw or take 10 (3d6) poison damage and be poisoned 
  until the start of its next turn. Until this poison ends, the target is 
  incapacitated.
  Teleport. The yochlol elder teleports, along with any equipment it is 
  wearing or carrying, up to 60 feet to an unoccupied space it can see.
  Vrock Doomsayer
  Vrock doomsayers are very rare type of vrock that can perform a 
  ritualistic dance that enables them to harness destructive energy.  
  Once very numerous, the vrock doomsayers have nearly died out, 
  leaving only a few left who can perform the dance.
  Yochlol Elder
  The Yochlol elder are the oldest and most powerful of yochlol, 
  amongst the first that were created by Lolth.  It is able to make 
  more attacks than the normal yochlol, and those unfortunate to 
  get trapped by its webs can die of madness.
  
  64
  Chapter 1. Bestiary
  Devils
  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: +7 to hit, reach 5 ft., one target. Hit: 7 
  (1d6 + 4) piercing damage.  If the target is a creature other than an 
  undead or a construct, it must succeed on a DC 15 Wisdom saving 
  throw or be frightened.  A frightened creature repeats the saving 
  throw at the end of each of its turns, ending the effect on itself with 
  a success.  If the target's saving throw is successful, the target is 
  immune to being frightened by the devil's claw for the next 24 hours.
  Hurl Flame. Ranged Spell Attack: +7 to hit, range 60 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.
  Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 
  11 (2d6 + 4) piercing damage. If the target is Medium or smaller, 
  it is grappled (escape DC 14). Until this grapple ends, the target is 
  restrained, the devil can automatically hit the target with its tail, and 
  the devil can't make tail attacks.
  Reactions
  Redirect Attack. When a creature the devil can see targets it with 
  an attack, the devil chooses another ally within 5 feet of it. The two 
  swap places, and the chosen ally becomes the target instead.
  Directed Strike (2/Day). When a creature the devil can see within 
  30 feet of it makes an attack roll, and the creature can hear the devil, 
  the devil grants advantage to that roll.
  Barbed Devil Captain
  Medium fiend (devil), lawful evil
  Armor Class 16 (natural armor)
  Hit Points 128 (15d8 + 60)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)      17 (+3)     18 (+4)      12 (+1)      16 (+3)       14 (+2)
  Saving Throws Str +6, Con +7, Wis +6, Cha +5
  Skills Deception +5, Insight +6, Perception +9
  Damage Resistances cold, bludgeoning, piercing, and slashing from 
     nonmagical weapons
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 19
  Languages Infernal, telepathy 120 ft. 
  Challenge 8 (3,900 XP)
  Barbed Hide. At the start of each of its turns, the devil deals 7 (2d6) 
  piercing damage to any creature grappling it. 
  Devil's Sight. Magical darkness doesn't impede the devil's 
  darkvision.
  Innate Spellcasting. The devil's spellcasting ability is Wisdom (spell 
  save DC 14). The devil can innately cast the following spells, without 
  providing material components:
  2/day each: hold person, major image
  1/day: blight
  Magic Resistance. The devil has advantage on saving throws against 
  Barbed Devil Captain
  Barbed Devil Captains are former guards and soldiers that display 
  unusual cunning and tactical prowess.  These hamatula warriors 
  lead shock troops into battle, directing their attacks where they 
  can do the most damage.  It will not hesitate to sacrifice one of its 
  own to save its own skin since it believes it is more valuable alive 
  than any of its ilk.
  
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  Chapter 1. Bestiary
  Bearded Devil Enforcer
  Medium fiend (devil), lawful evil
  Armor Class 14 (natural armor)
  Hit Points 83 (11d8 + 33)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)      15 (+2)      16 (+3)       9 (-1)        11 (+0)      11 (+0)
  Saving Throws Str +7, Con +6, Wis +3
  Skills Intimidation +6
  Damage Resistances cold, bludgeoning, piercing, and slashing from 
     nonmagical weapons
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 19
  Languages Infernal, telepathy 120 ft. 
  Challenge 5 (1,800 XP)
  Battle Frenzy. While it can see an allied creature within 30 feet of it, 
  the bearded devil enforcer gains advantage on Strength checks and 
  saving throws, and all melee weapon attack rolls, but attacks rolls 
  against it have advantage.
  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: +6 to hit, reach 5 ft., one creature. Hit: 
  8 (1d8 + 4) piercing damage, and the target must succeed on a DC 
  13 Constitution saving throw or be poisoned for 1 minute. Until this 
  poison ends, 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: +6 to hit, reach 10 ft., one target. Hit: 
  9 (1d10 + 4) slashing damage. If the target is a creature other than 
  an undead or a construct, it must succeed on a DC 13 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 thi s 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 13 Wisdom (Medicine) check. The 
  wound also closes if the target receives magical healing.
  Bone Devil Taskmaster
  Large fiend (devil), lawful evil
  Armor Class 20 (natural armor)
  Hit Points 171 (18d10 + 72)
  Speed 40 ft., fly 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         20 (+5)      16 (+3)      18 (+4)      13 (+1)      14 (+2)       18 (+4)
  Saving Throws Int +5, Wis +6, Cha +8
  Skills Deception +7, Insight +6, Intimidation +8
  Damage Resistances cold, bludgeoning, piercing, and slashing from 
     nonmagical weapons
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 12
  Languages Infernal, telepathy 120 ft. 
  Challenge 11 (7,200 XP)
  Aura of Tyranny. An ally that is within 30 feet of the devil and can 
  see and hear the devil and has less hit points than the devil has 
  advantage to saving throws against being charmed and frightened.
  Devil's Sight. Magical darkness doesn't impede the devil's 
  darkvision.
  Innate Spellcasting. The devil's innate spellcasting ability is 
  Charisma (spell save DC 16). The devil can innately cast the 
  following spells, without providing material components:
  3/day each: fly, invisibility (self only), major image
  1/day: wall of ice
  Magic Resistance. The devil has advantage on saving throws against 
  spells and other magical effects.
  Spur Allies. As a bonus action, the devil targets up to two allies 
  within 30 feet that can see and hear the devil and must have less hit 
  points than the devil.  The target takes 3 (1d6) damage and uses its 
  reaction to make one melee attack with advantage on the roll.
  Actions
  Multiattack. The devil can use its Frightful Presence.  It then makes 
  three attacks: two with its claws and one with its sting.  
  Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 
  (1d8 + 5) slashing damage.  
  Sting. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 
  14 (2d8 + 5) piercing damage plus 21 (6d6) poison damage and 
  the target must succeed on a DC 16 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.
  Frightful Presence. Each creature of the devil's choice that is 
  within 120 feet of the devil and aware of it must succeed on a DC 
  16 Wisdom saving throw or become frightened for 1 minute. A 
  creature can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. If a creature's saving throw 
  is successful or the effect ends for it, the creature is immune to the 
  devil's Frightful Presence for the next 24 hours.
  Bearded Devil Enforcer
  A bearded devil enforcer is an elite soldier that lead their master's 
  shock troops into battle.  This savage barbazu enters into a 
  frenzied rage when it is beside its allies fighing their foes.
  Bone Devil Taskmaster
  Bone devil taskmasters have perfected the art of driving and 
  commanding less powerful devils to work.  So cruel and vicious 
  are the osyluths' methods that their minions fear it more than 
  anything else, and would rather die fighting than face the wrath of 
  their taskmasters.
  
  66
  Chapter 1. Bestiary
  Chain Slam. The chain devil ascendant slams a Medium or smaller 
  creature grappled by its chain into another creature or a solid 
  surface within its reach. If slammed into another creature, both 
  creatures must succeed on a DC 15 Strength saving throw or take 
  12 (2d6 + 5) bludgeoning damage and be stunned until the end of its 
  next turn. On a successful save, the target takes half the bludgeoning 
  damage and isn't stunned.
  Whirling Chains (Recharge 6). The chain devil ascendant moves 
  up to half its walking speed and targets each creature within 15 
  feet of it during its movement. Each target must succeed on a DC 
  15 Dexterity saving throw or take 19 (4d6 + 5) slashing damage. 
  The chain devil ascendant's movement during this action will not 
  provoke opportunity attacks.  If the chain devil ascendant has a 
  creature grappled by any of its chains (not the animated ones), 
  the creature automatically fails is saving throw but is immediately 
  released to a random space within 10 feet of the chain devil 
  ascendant's space where it began to use Whirling Chains.
  Animate Chains (Recharges after a Short or Long Rest). Up to four 
  chains the devil can see within 60 feet of it magically sprout razor-
  edged barbs and animate under the devil's control, provided that the 
  chains aren't being worn or carried.
    Each animated chain is an object with AC 20, 20 hit points, 
  resistance to piercing damage, and immunity to psychic and thunder 
  damage. When the devil uses Multiattack on its turn, it can use each 
  animated chain to make one additional chain attack. An animated 
  chain can grapple one creature of its own but can't make attacks 
  while grappling. An animated chain reverts to its inanimate state if 
  reduced to 0 hit points or if the devil is incapacitated or dies.
  Reactions
  Unnerving Mask. When a creature the devil can see starts its turn 
  within 30 feet of the devil, the devil can create the illusion that 
  it looks like one of the creature's departed loved ones or bitter 
  enemies. If the creature can see the devil, it must succeed on a DC 
  15 Wisdom saving throw or be frightened until the end of its turn.
  Chain Devil Ascendant
  Medium fiend (devil), lawful evil
  Armor Class 17 (natural armor)
  Hit Points 119 (14d8 + 56)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         20 (+5)      15 (+2)      18 (+4)      11 (+0)      12 (+1)       16 (+3)
  Saving Throws Con +7, Wis +4, Cha +5
  Damage Resistances cold, bludgeoning, piercing, and slashing from 
     nonmagical weapons
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 11
  Languages Infernal, telepathy 120 ft. 
  Challenge 10 (5,900 XP)
  Devil's Sight. Magical darkness doesn't impede the devil's 
  darkvision.
  Innate Spellcasting. The chain devil's innate spellcasting ability is 
  Charisma (spell save DC 15). The chain devil ascendant can innately 
  cast the following spells, without providing material components:
  3/day each: levitate, major image
  1/day each: dimension door, fear
  Magic Resistance. The devil has advantage on saving throws against 
  spells and other magical effects.
  Actions
  Multiattack. The chain devil ascendant makes three attacks with its 
  chains.  
  Chain. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 
  12 (2d6 + 5) slashing damage.  The target is grappled (escape DC 
  15) if the devil isn't already grappling a creature.  Until this grapple 
  ends, the target is restrained and takes 7 (2d6) piercing damage at 
  the start of each of its turns.
  
  67
  Chapter 1. Bestiary
  Erinyes Dread Champion
  Medium fiend (erinyes), lawful evil
  Armor Class 19 (plate armor)
  Hit Points 162 (19d8 + 76)
  Speed 30 ft., fly 60 ft.
  STR           DEX           CON           INT           WIS           CHA 
         20 (+5)      16 (+3)       18 (+4)      14 (+2)     14 (+2)       18 (+4)
  Saving Throws Dex +8, Con +9, Wis +7, Cha +9
  Damage Resistances cold, bludgeoning, piercing, and slashing from 
     nonmagical weapons
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 11
  Languages Infernal, telepathy 120 ft. 
  Challenge 16 (15,000 XP)
  Aura of Dread. A creature hostile to the erinyes that starts its turn 
  within 20 feet of the erinyes must succeed on a DC 17 Wisdom 
  saving throw, unless the erinyes is incapacitated. On a failed 
  save, the target is frightened until the start of its next turn. While 
  frightened in this way, the target can't perform any actions except 
  move up to half its speed. If a creature's saving throw is successful, 
  the creature is immune to the erinyes's Aura of Dread for the next 
  24 hours. 
  Hellish Weapons. The erinyes's weapon attacks are magical and 
  deal an extra 13 (3d8) poison damage on a hit (included in the 
  attacks).
  Indomitable (2/day). The erinyes can reroll a saving throw it fails. It 
  must use the new roll.  
  Innate Spellcasting. The erinyes's innate spellcasting ability is 
  Charisma (spell save DC 17). The chain erinyes ascendant can 
  innately cast the following spells, without providing material 
  components:
  3/day each: command, dispel magic, major image
  2/day each: charm monster, staggering smite
  1/day: destructive wave 
  Magic Resistance. The erinyes has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The erinyes makes three attacks.  
  Longword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 9 (1d8 + 5) slashing damage plus 13 (3d8) poison damage.
  Longbow. Ranged Weapon Attack: +8 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 15 Constitution 
  saving throw or be poisoned. The poison lasts until it is removed by 
  the lesser restoration spell or similar magic.
  Teleport. The erinyes magically teleports, along with any equipment 
  it is wearing or carrying, up to 60 feet to an unoccupied space it can 
  see.
  Legendary Actions
  The erinyes can take three 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 erinyes 
  regains spent legendary actions at the start of its turn.
  Move. The erinyes moves up to half its speed.
  Attack. The erinyes makes one Longsword attack.
  Teleport (Costs 2 Actions). The erinyes magically teleports, along 
    with any equipment it is wearing or carrying, up to 60 feet to an 
    unoccupied space it can see.
  Cast a Spell (Costs 2 Actions). The erinyes casts a spell from its list 
    of innate spells, using a spell slot as normal.
  Reactions
  Parry. The erinyes adds 5 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. 
  Chain Devil Ascendant
  A few kytons who have become very skilled in torturing and 
  prolonging the suffering of their victims and have demonstrated 
  certain arcane abilities eventually get rewarded and become chain 
  devil ascendants.  When archdevils require information from 
  certain key individuals, they send these masters to extract it from 
  them. 
  Erinyes Dread Champion
  A few erinyes who show exceptional martial prowess become elite 
  guards for archdevils.   Within these few, a handful emerge as 
  true loyal warriors and gifted bringers of death.  They become the 
  archdevil's personal dread champions.  
    These formidable devils fight like gladiators and are able to cast 
  arcane spells to augment their skills and deal with multiple foes.
  
  68
  Chapter 1. Bestiary
  Horned Devil Warmaster
  Large fiend (devil), lawful evil
  Armor Class 19 (natural armor)
  Hit Points 210 (20d10 + 100)
  Speed 20 ft., fly 60 ft.
  STR           DEX           CON           INT           WIS           CHA 
         22 (+6)       17 (+3)      21 (+5)      12 (+1)     16 (+3)       19 (+4)
  Saving Throws Str +11, Dex +8, Wis +8, Cha +8
  Damage Resistances cold; bludgeoning, piercing,
    and slashing from nonmagical weapons that aren't silvered
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 14
  Languages Infernal, telepathy 120 ft. 
  Challenge 15 (13,000 XP)
  Devil's Sight. Magical darkness doesn't impede the devil's 
  darkvision. 
  Innate Spellcasting. The devil's innate spellcasting ability is 
  Charisma (spell save DC 17). It can innately cast the following 
  spells, without providing material components:
  At will: darkness, detect magic
  3/day each: dispel magic, magic circle (against good creatures)
  2/day each: fireball, lightning bolt
  1/day: programmed illusion
  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 spiked 
  chain and one with its tail.  It can use its Hurl Flame or Spiked 
  Chain Slam in place of one spiked chain attack.
  Spiked Chain. Melee Weapon Attack: +10 to hit, reach 20 ft., one 
  target. Hit: 15 (2d8 + 6) slashing damage, and the target is grappled 
  (escape DC 16).  While a creature is grappled this way, the horned 
  devil can't use one of its spiked chain attacks.
  Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 
  10 (1d8 + 6) slashing damage, and the target is grappled (escape DC 
  16).  If the target is a creature other than an undead or a construct, 
  it must succeed on a DC 19 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 Weapon 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.
  Spiked Chain Slam. The devil slams a Large or smaller creature 
  grappled by its spiked chain into another creature or a solid surface 
  within 20 feet. Both creatures must succeed on a DC 19 Strength 
  saving throw or take 17 (2d10 + 6) bludgeoning damage and be 
  stunned until the end of its next turn. On a successful save, the 
  target takes half the bludgeoning damage and isn't stunned.
  Sweeping Spiked Chains (Recharges 5-6). The devil expertly whirls 
  its spiked chains rapidly around in a wide sweeping arc, and every 
  creature within 20 feet of it must succeed on a DC 19 Strength 
  saving throw. On a failed saving throw, a creature takes 28 (4d10 + 
  6) slashing damage and, if it is Large or smaller, is knocked prone. 
  On a successful save, the creature takes half as much damage and 
  is not knocked prone.  The devil can't use this feature if it has a 
  creature grappled by its spiked chains.
  Teleport. The devil magically teleports, along with any equipment it 
  is wearing or carrying, up to 60 feet to an unoccupied space it can 
  see.
  Legendary Actions
  The devil can take three 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 erinyes 
  regains spent legendary actions at the start of its turn.
  Move. The devil moves up to half its speed.
  Attack. The devil makes one spiked chain, tail, or hurl flame attack.
  Teleport (Costs 2 Actions). The devil magically teleports, along 
    with any equipment it is wearing or carrying, up to 60 feet to an 
    unoccupied space it can see.
  Cast a Spell (Costs 2 Actions). The devil casts a spell from its list of 
    innate spells, using a spell slot as normal.
  Horned Devil Warmaster
  Even more fearsome and terrible than the normal horned devil, 
  these malebranches have been built, trained, and bred for war.  
  It lives for battle and relishes diving into the thick of the fight 
  surrounded by its foes so it can shred them to pieces with its 
  long sweeping spiked chains.  Unlike normal horned devils, the 
  warmasters are able to unleash fireball and lightning bolt spells to 
  deal with multiple foes.
  
  69
  Chapter 1. Bestiary
  Ice Devil Overlord
  Large fiend (devil), lawful evil
  Armor Class 19 (natural armor)
  Hit Points 209 (22d10 + 88)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         21 (+5)       14 (+2)      18 (+4)      18 (+4)     16 (+3)       20 (+5)
  Saving Throws Dex +8, Con +10, Wis +9, Cha +11
  Skills Deception +10, Insight +8, Persuasion +10
  Damage Resistances cold; bludgeoning, piercing,
    and slashing from nonmagical weapons that aren't silvered
  Damage Immunities cold, fire, poison
  Condition Immunities poisoned
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 14
  Languages Infernal, telepathy 120 ft. 
  Challenge 18 (20,000 XP)
  Aura of Chilling Frost. A creature that starts its turn within 10 feet 
  of the devil takes 10 (3d6) cold damage and can't use reactions until 
  the end of the devil's next turn.
  Devil's Sight. Magical darkness doesn't impede the devil's 
  darkvision. 
  Innate Spellcasting. The devil' innate spellcasting ability is 
  Charisma (spell save DC 19). It can innately cast the following 
  spells, without providing material components:
  At will: darkness, detect magic
  3/day each: fly, ice storm
  2/day each: cone of cold, programmed illusion
  1/day: divine word
  Magic Resistance. The devil has advantage on saving throws against 
  spells and other magical effects.
  Actions
  Multiattack. The devil makes three attacks: one with its bite, one 
  with its ice spear, and one with its tail.  It can use its Frost Ray in 
  place of a melee attack.
  Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 
  (2d6 + 5) piercing damage plus 10 (3d6) cold damage. 
  Ice Spear. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 
  Hit: 14 (2d8 + 5) piercing damage plus 10 (3d6) cold damage.  If the 
  target is a creature, it must succeed on a DC 17 Constitution saving 
  throw, or for 1 minute, its speed is reduced by 10 feet; it can take 
  either an action or a bonus action on each of its turns, not both; and 
  it can't take reactions. The target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a success.
  Frost Ray. Ranged Spell Attack: +11 to hit, range 120 ft., one 
  creature. Hit: 17 (5d6) cold damage. 
  Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 
  12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage. 
  Ruthless Command (Recharges after a Short or Long Rest). For 
  1 minute, the devil can issue a telepathic command whenever a 
  nonhostile creature that it can see within 30 feet of it makes an 
  attack roll. The creature takes 1d8 psychic damage and can add a 
  d10 to its roll provided it can understand the devil. A creature can 
  benefit from only one ruthless command die at a time. This effect 
  ends if the devil is incapacitated.
  Wall of Ice (Recharge 6). The devil magically forms an opaque 
  wall of ice on a solid surface it can see within 60 feet of it. The 
  wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a 
  hemispherical dome up to 20 feet in diameter.
    When the wall appears, each creature in its space is pushed out 
  of it by the shortest route. The creature chooses which side of the 
  wall to end up on, unless the creature is incapacitated.  The creature 
  then makes a DC 19 Dexterity saving throw, taking 35 (10d6) cold 
  damage on a failed save, or half as much damage on a successful 
  one.
    The wall lasts for 1 minute or until the devil is incapacitated or 
  dies. The wall can be damaged and breached; each 10-foot section 
  has AC 5, 30 hit points, vulnerability to fire damage, and immunity 
  to acid, cold, necrotic, poison, and psychic damage. If a section is 
  destroyed, it leaves behind a sheet of frigid air in the s pace the wall 
  occupied. Whenever a creature finishes moving through the frigid 
  air on a turn, willingly or otherwise, the creature must succeed on a 
  DC 19 Constitution saving throw, taking 17 (5d6) cold damage on a 
  failed save, or half as much damage on a successful one. The frigid 
  air dissipates when the rest of the wall vanishes.
  Teleport. The devil magically teleports, along with any equipment it 
  is wearing or carrying, up to 60 feet to an unoccupied space it can 
  see.
  Legendary Actions
  The devil can take three 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 devil regains 
  spent legendary actions at the start of its turn.
  Attack. The devil makes a bite, ice spear, tail, or frost ray attack.
  Command. The devil targets one ally it can see within 30 feet of 
  it. If the target can see and hear the devil, the target can make one 
  weapon attack as a reaction.
  Teleport (Costs 2 Actions). The devil magically teleports, along 
  with any equipment it is wearing or carrying, up to 60 feet to an 
  unoccupied space it can see.
  Blizzard (Costs 3 Actions). Blinding snow and freezing jagged ice 
  cascade and swirl magically around the devil. Each creature within 
  20 feet of the devil must succeed on a DC 19 Constitution saving 
  throw. On a failed save, the target takes 21 (6d6) cold damage and is 
  blinded and can't use reactions, its speed is halved, and it can't make 
  more than one attack on its turn. In addition, the creature can use 
  either an action or a bonus action on its turn, but not both. These 
  effects last until the end of the devil's next turn. On a successful 
  save, the target takes half as much damage and suffers no other 
  effects.
  Ice Devil Overlord
  Second only to pit fiends and archdevils, the ice devil overlords are 
  coldblooded and calculating military strategists that are willing to 
  sacrifice their troops if it will give them the advantage in the long 
  run.
    Master of Frost. In combat, the ice devil overlord is set apart 
  from its normal kin, with its frost aura, an array of devastating 
  spells, and the ability to unleash freezing blizzards.  In melee, few 
  escape its dreaded ice spear that can chill the blood and numb the 
  senses of its victims.
  
  70
  Chapter 1. Bestiary
  Pit Fiend Aristocrat
  Large fiend (devil), lawful evil
  Armor Class 20 (natural armor)
  Hit Points 313 (25d10 + 175)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         26 (+8)       14 (+2)      24 (+7)     22 (+6)      18 (+4)      24 (+7)
  Saving Throws Dex +9, Con +14, Wis +11
  Skills Deception +14, Insight +11, Persuasion +14
  Damage Resistances cold; bludgeoning, piercing,
    and slashing from nonmagical weapons that aren't silvered
  Damage Immunities cold, fire, poison
  Condition Immunities poisoned
  Senses tuesight 120 ft., passive Perception 14
  Languages Infernal, telepathy 120 ft. 
  Challenge 22 (41,000 XP)
  Fear Aura. A creature that starts its turn within 20 feet of the pit 
  fiend must succeed on a DC 13 Wisdom saving throw, unless the 
  pit fiend is incapacitated. On a failed save, the creature is frightened 
  for 1 minute.  While frightened in this way, a creature must take the 
  Dash action and move away from the pit fiend by the safest available 
  route on each of its turns, unless there is nowhere to move, in which 
  case it needn't take the Dash action. If the creature ends its turn 
  in a location where it doesn't have line of sight to the pit fiend, the 
  creature can repeat the saving throw. On a success, the effect ends 
  If a creature's saving throw is successful, the creature is immune to 
  the pit fiend's Fear Aura for the next 24 hours. 
  Magic Resistance. The devil has advantage on saving throws against 
  spells and other magical effects.
  Magic Weapons. The pit fiend's weapon attacks are magical. 
  Innate Spellcasting. The ice devil commander' spellcasting ability 
  is Charisma (spell save DC 22). It can innately cast the following 
  spells, without providing material components:
  At will: darkness, detect magic, fireball
  3/day each: hold monster, programmed illusion, wall of fire
  2/day each: divine word, power word stun
  1/day: meteor swarm
  Actions
  Multiattack. The pit fiend makes four attacks: one with its bite, one 
  with its claw, one with its mace, and one with its tail. It can use its 
  Fling in place of its claw attack.
  Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
  Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 
  22 Constitution saving throw or become poisoned. Until this poison 
  ends, the target can't regain hit points, and it takes 21 (6d6) poison 
  damage at the start of each of its turns. The poisoned target can 
  repeat the saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
  Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 
  17 (2d8 + 8) slashing damage, and if the target is Large or smaller, 
  it is grappled (escape DC 18).  Until this grapple ends, the target is 
  restrained and the pit fiend can automatically hit the target with its 
  claw but can't make claw attacks against other targets.
  Mace. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 
  15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.  
  Tail. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 
  24 (3d10 + 8) bludgeoning damage. 
  Fling. One Large or smaller object held or creature grappled by 
  the pit fiend is thrown up to 60 feet and knocked prone. If a thrown 
  target strikes a solid surface, the target takes 3 (1d6) bludgeoning 
  damage for every 10 feet it was thrown. If the target is thrown at 
  another creature, that creature must succeed on a DC 23 Dexterity 
  saving throw or take the same damage and be knocked prone.
  Teleport. The devil magically teleports, along with any equipment it 
  is wearing or carrying, up to 60 feet to an unoccupied space it can 
  see.
  Hellfire Gaze (Recharge 6). The pit fiend's eyes projects intense 
  fiery energy in a 60-foot line that is 5 feet wide. Each creature 
  in that line must make a DC 22 Dexterity saving throw, taking 
  30 (4d6 + 16) fire damage on a failed save, or half as much on a 
  successful one. If this damage reduces the target to 0 hit points, it is 
  disintegrated. A disintegrated creature and everything it is wearing 
  and carrying, except magic items, are reduced to a pile of fine ash 
  and slag. The creature can be restored to life only by means of a true 
  resurrection or a wish spell.
  Legendary Actions
  The pit fiend can take three 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 pit fiend 
  regains spent legendary actions at the start of its turn.
  Move. The pit fiend moves up to half its speed.
  Attack (Costs 2 Actions). The pit fiend makes a claw, mace, or tail 
    attack.
  Teleport (Costs 2 Actions). The pit fiend magically teleports, along 
    with any equipment it is wearing or carrying, up to 60 feet to an 
    unoccupied space it can see.
  Cast a Spell (Costs 3 Actions). The pit fiend casts a spell from its 
  list of innate spells, using a spell slot as normal.
  Pit Fiend Aristocrat
  The most powerful of the greater devils who answers only to 
  archdevils, the pit fiend aristocrat represents the most diabolical, 
  cunning, and intelligent of devil nobility.  Its mere presence alone 
  strikes fear into the heart of any of the lesser fiends, let alone 
  mortals. 
    Super Powers. It is exceptionally strong for its size, and can 
  brutally manhandle creatures twice or even thrice its size.  Aside 
  from its strength, the pit fiend aristocrat sports an array of other 
  fearsome abilities and spells that far exceed that of a normal pit 
  fiend.   
    Mastermind. Still, the pit fiend aristocrat is not just feared for 
  its combat abilities.  Its more intelligent foes fear it for being a 
  brilliant tactician and general.  It is always a few steps ahead of 
  them and always ready for any surprise they might try against it.
    Some of the most notable pit fiend aristocrats are Bel the 
  Warlord and the members of the Dark Eight.
  
  71
  Chapter 1. Bestiary
  Spined Devil Scout
  Medium fiend (devil), lawful evil
  Armor Class 14 (natural armor)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          12 (+1)      16 (+3)      14 (+2)      11 (+0)     14 (+2)         8 (-1)
  Skills Perception +6, Stealth +6
  Damage Resistances cold, bludgeoning, piercing, and slashing from 
     nonmagical weapons
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 16
  Languages Infernal, telepathy 120 ft. 
  Challenge 4 (1,100 XP)
  Flyby. The devil doesn't provoke an opportunity attack when it flies 
  out of an enemy's reach.
  Devil's Sight. Magical darkness doesn't impede the devil's 
  darkvision.
  Innate Spellcasting. The spined devil scout's spellcasting ability is 
  Wisdom (spell save DC 12). The spined devil scout can innately cast 
  the following spells, without providing material components:
  2/day each: disguise self, produce flame
  1/day: stinking cloud
  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.
  Sneak Attack (1/Turn). The spined devil scout deals an extra 7 
  (2d6) damage when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 feet of an 
  ally of the spined devil scout that isn't incapacitated and the spined 
  devil scout doesn't have disadvantage on the attack roll.
  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: +3 to hit, reach 5 ft., one creature. Hit: 8 
  (2d6 + 1) piercing damage.
  Fork. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 
  (1d8 + 1) piercing damage. 
  Tail Spine. Ranged Weapon Attack: +5 to hit, range 20/80 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) fire damage.
  Spined Devil Scout
  While normal spined devils often serve as messengers and spies 
  for their commanders, a few who are more cunning and gifted are 
  chosen by greater devils to become scouts for important missions 
  and, during battle, as advanced flying artillery and assassins.
  
  72
  Chapter 1. Bestiary
  Dinosaurs
  Spinosaurus
  Huge beast, unaligned
  Armor Class 13 (natural armor) 
  Hit Points 161 (14d12 + 70)
  Speed 30 ft., swim 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         23 (+6)      10 (+0)       20 (+5)       2 (-4)        12 (+1)        9 (-1)
   
  Skills Perception +4 
  Senses passive Perception 14
  Languages ---- 
  Challenge 9 (5,000 XP)
  Hold Breath. The spinosaurus can hold its breath for up to 30 
  minutes.   
  Actions
  Multiattack. The spinosaurus makes four attacks: one with its bite, 
  two with its claws, and one with its tail.  It can't use its bite and tail 
  attacks against the same target.
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 
  Hit: 28 (4d10 + 6) piercing damage. If the target is a Medium or 
  smaller creature, it is grappled (escape DC 16) . Until this grapple 
  ends, the target is restrained, and the spinosaurus can't bite another 
  target.
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 13 (2d6 + 6) slashing damage.
  Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 
  Hit: 22 (3d10 + 6) bludgeoning damage, and if the attack roll against 
  the target succeeds by 5 or higher, the target must succeed on a DC 
  18 Constitution saving throw or be stunned until the end of its next 
  turn. 
  Mosasaurus
  Gargantuan beast, unaligned
  Armor Class 13 (natural armor) 
  Hit Points 233 (15d20 + 75)
  Speed 20 ft., swim 50 ft.
  STR           DEX           CON           INT           WIS           CHA 
         27 (+8)      10 (+0)       20 (+5)       2 (-4)        12 (+1)        7 (-2)
   
  Skills Perception +5 
  Senses passive Perception 15
  Languages ---- 
  Challenge 11 (7,200 XP)
  Hold Breath. The mosasaurus can hold its breath for 1 hour.   
  Actions
  Multiattack. The mosasaurus makes two attacks: one with its bite 
  one with its tail.  It can't make both attacks against the same target.
  Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 
  Hit: 47 (6d12 + 8) piercing damage. If the target is a Large or 
  smaller creature, it is grappled (escape DC 18) . Until this grapple 
  ends, the mosasarus can only bite the grappled creature and has 
  advantage on attack rolls to do so.
  Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 
  Hit: 27 (3d12 + 8) bludgeoning damage. 
  Swallow. The mosasaurus makes one bite attack against a Large 
  or smaller target it is grappling. If the attack hits, the target is also 
  swallowed, and the grapple ends. While swallowed, the target is 
  blinded and restrained, it has total cover against attacks and other 
  effects outside the mosasaurus, and it takes 28 (8d6) acid damage 
  at the start of each of the  mosasaurus's turns. A  mosasaurus can 
  have only up to one Large, two Medium, or four Small creatures 
  swallowed at a time. 
    If the mosasaurus takes 30 damage or more on a single turn from 
  the swallowed creature, the  mosasaurus must succeed on a DC 15 
  Constitution saving throw at the end of that turn or regurgitate all 
  swallowed creatures, which fall prone in a space within 10 feet of 
  the  mosasaurus. If the  mosasaurus dies, a swallowed creature is 
  no longer restrained by it and can escape from the corpse by using 
  15 feet of movement, exiting prone.
  Mosasaurus
  Mosasaurus are 50-foot long marine reptiles that look like short-
  necked komodo dragons with flippers instead of legs.  They are 
  voracious apex predators that will not hesitate to attack prey 
  larger than themselves.
  Spinosaurus
  A spinosaurus looks like an upright bipedal carnivorous 
  dinosaur with a crocodilian head and a sail on its back.  It is a 
  vicious ambush hunter that lies in wait under pools of water 
  or underbrush.  It is somewhat clumsy when pursuing its prey 
  on land, which is why it prefers to attack while its target is half 
  submerged in water where it can easily outmanuever and catch it.
  
  73
  Chapter 1. Bestiary
  Displacer Beasts
  Displacer Beast Pack lord
  Huge monstrosity, lawful evil
  Armor Class 14 (natural armor) 
  Hit Points 173 (15d12 + 75)
  Speed 50 ft.
  STR           DEX           CON           INT           WIS           CHA 
         22 (+6)      15 (+2)       20 (+5)       6 (-2)        14 (+2)      10 (+0)
   
  Senses darkvision 60 ft., passive Perception 12
  Languages ---- 
  Challenge 7 (2,900 XP)
  Avoidance. If the displacer beast is subjected to an effect that allows 
  it to make a saving throw to take only half damage, it instead takes 
  no damage if it succeeds on the saving throw, and only half damage 
  if it fails.   
  Displacement. The displacer beast projects a magical illusion that 
  makes it appear to be standing near its actual location, causing 
  attack rolls against it to have disadvantage. If it is hit by an attack, 
  this trait is disrupted until the end of its next turn. This trait is also 
  disrupted while the displacer beast is incapacitated or has a speed 
  of 0. 
  Pack Tactics. The displacer beast has advantage on an attack roll 
  against a creature if at least one of the displacer beast's allies is 
  within 5 feet of the creature and the ally isn't incapacitated.
  Packmaster. An allied displacer beast that starts its turn within 30 
  feet of this displacer beast and that can see and hear this displacer 
  beast pack gains Pack Tactics until the start of its next turn. 
  Actions
  Multiattack. The displacer beast pack lord makes three attacks: one 
  with its bite and two with its tentacles.
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 15 (2d8 + 6) piercing damage. 
  Tentacle. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. 
  Hit: 11 (1d10 + 6) bludgeoning damage plus 4 (1d8) piercing 
  damage. 
  Displacer Beast Stalker
  Large monstrosity, lawful evil
  Armor Class 15 (natural armor) 
  Hit Points 102 (12d10 + 36)
  Speed 50 ft.
  STR           DEX           CON           INT           WIS           CHA 
         18 (+4)      18 (+4)       16 (+3)        6 (-2)       13 (+1)        8 (-1)
   
  Skills Perception +3, Stealth +8, Survival +7 
  Senses darkvision 60 ft., passive Perception 13
  Languages ---- 
  Challenge 5 (1,800 XP)
  Avoidance. If the displacer beast is subjected to an effect that allows 
  it to make a saving throw to take only half damage, it instead takes 
  no damage if it succeeds on the saving throw, and only half damage 
  if it fails.   
  Stealthy. On each of its turns, the displacer beast can use a bonus 
  action to take the Hide action. 
  Displacement. The displacer beast projects a magical illusion that 
  makes it appear to be standing near its actual location, causing 
  attack rolls against it to have disadvantage. If it is hit by an attack, 
  this trait is disrupted until the end of its next turn. This trait is also 
  disrupted while the displacer beast is incapacitated or has a speed 
  of 0. 
  Slay Foe (1/Turn). The displacer beast deals an extra 9 (2d8) 
  damage with its weapon attack if it hits a creature that doesn't have 
  all its hit points. 
  Actions
  Multiattack. The displacer beast makes three attacks: one with its 
  bite and two with its tentacles.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage. 
  Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. 
  Hit: 7 (1d6 + 4) bludgeoning damage plus 4 (1d8) piercing damage.
  Beast Pack Lord
  The pack lord is the dominant male of a displacer beast pack, 
  and is usually the only male of the pack.   When hunting, a pack 
  lord will normally hang back and let its females do the actual 
  killing.  But when faced with a formidable prey, the pack lord will 
  coordinate the attack to make an efficient kill.
  Stalker
  A stalker is a displacer beast that has learned to be nearly invisible 
  when prowling and hunting.  More often than not, its prey does not 
  even have time to realize what attacked it before it is slain.
  
  74
  Chapter 1. Bestiary
  Doppelganger Assassin
  Medium monstrosity (shapechanger), neutral
  Armor Class 15
  Hit Points 85 (13d8 + 26)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         11 (+0)       20 (+5)      14 (+2)      11 (+0)     12 (+1)       14 (+2)
  Saving Throws Dex +9, Int +4
  Skills Deception +7, Insight +5, Stealth +11
  Condition Immunities charmed
  Senses darkvision 60 ft., passive Perception 11
  Languages Common
  Challenge 9 (5,000 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.
  Assassinate. During its first turn, the doppelganger has advantage 
  on attack rolls against any creature that hasn't taken a turn.  Any hit 
  the doppelganger scores against a surprised creature is a critical hit.
  Cunning Action. The doppelganger can take the Dash, Disengage, 
  or Hide action as a bonus action on each of its turns. 
  Evasion. If the doppelganger is subjected to an effect that allows 
  it to make a Dexterity saving throw to take only half damage, the 
  doppelganger instead takes no damage if it succeeds on the saving 
  throw, and only half damage if it fails.
  Sneak Attack (1/Turn). The doppelganger deals an extra 17 
  (5d6) damage when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 feet 
  of an ally of the doppelganger that isn't incapacitated and the 
  doppelganger doesn't have disadvantage on the attack roll.
  Actions
  Multiattack. The doppelganger makes three melee attacks.
  Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 8 (1d6 +5) bludgeoning damage.
  Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a 
  DC 15 Constitution saving throw, taking 24 (7d6) poison damage on 
  a failed save, or half as much damage on a successful one.
  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.
  Doppelgangers
  Doppelganger Dark Whisperer 
  Medium monstrosity (shapechanger), neutral
  Armor Class 14
  Hit Points 98 (15d8 + 30)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         11 (+0)       18 (+4)      14 (+2)      11 (+0)     12 (+1)       16 (+3)
  Saving Throws Dex +8, Cha +7
  Skills Deception +11, Insight +6, Persuasion +11, Stealth +8
  Condition Immunities charmed
  Senses darkvision 60 ft., passive Perception 11
  Languages Common
  Challenge 10 (5,900 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.
  Dark Whispers. The doppelganger can use a bonus action on its 
  turn to target one creature within 30 feet of it. If the target can hear 
  the doppelganger, the target must succeed on a DC 15 Charisma 
  saving throw or be frightened for 1 minute.  While frightened in 
  this way, a creature must take the Dash action and move away from 
  the doppelganger by the safest available route on each of its turns, 
  unless there is nowhere to move, in which case it needn't take 
  the Dash action. If the creature ends its turn in a location where 
  it doesn't have line of sight to the doppelganger, the creature can 
  repeat the saving throw. On a success, the effect ends.
  Psychic Blades (3/day). The doppelganger deals an extra 17 (5d6) 
  damage when it hits a target with a weapon attack.
  Spellcasting. The doppelganger is a 11th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 15, +7 to hit with 
  spell attacks). It has the following bard spells prepared:
  Cantrips (at will): friends, minor illusion, prestidigitation,
    vicious mockery
  1st level (4 slots): charm person, healing word, dissonant whispers, 
    thunderwave 
  2nd level (3 slots): enthrall, hold person
  3rd level (3 slots): fear, fireball, major image
  4th level (3 slots): confusion, greater invisibility, polymorph
  5th level (2 slots): destructive wave, dominate person
  6th level (1 slot): otto's irresistible dance
  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.
  Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 +5) piercing damage plus 10 (3d6) poison 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.
  Dark Whisperer
  These are doppleganger bards who came from the College of 
  Whispers and have learned the subtle arts of planting fear and 
  discord in the minds of their victims.
    
  
  75
  Chapter 1. Bestiary
  Dragons
  Presented here are two additional age categories for each of the 
  chromatic dragons.  Mature adults are dragons who lie between 
  the ages of adult and ancient, and have just reached gargantuan 
  size.  Young Adults are adolescent dragons that have just reached 
  Huge size.
  
  76
  Chapter 1. Bestiary
  Young Adult Black Dragon 
  Huge dragon, chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 158 (15d12 + 60)
  Speed 40 ft., fly 80 ft., swim 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         21 (+5)      14 (+2)       19 (+4)      13 (+1)     12 (+1)       16 (+3)
  Saving Throws Dex +6, Con +8, Wis +5, Cha +7
  Skills Perception +9, Stealth +6
  Damage Immunities acid
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 19
  Languages Common, Dragonic 
  Challenge 10 (5,900 XP)
  Amphibious. The dragon can breathe air and water. 
  Actions
  Multiattack. The dragon can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 16 (2d10 + 5) piercing damage plus 4 (1d8) acid damage.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 12 (2d6 + 5) slashing damage.
  Frightful Presence. Each creature of the dragon's choice that is 
  within 120 feet of the dragon and aware of it must succeed on a 
  DC 15 Wisdom saving throw or become frightened for 1 minute. A 
  creature can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. If a creature's saving throw 
  is successful or the effect ends for it, the creature is immune to the 
  dragon's Frightful Presence for the next 24 hours.
  Acid Breath (Recharge 5-6). The dragon exhales acid in an 60-foot 
  line that is 5 feet wide. Each creature in that line must succeed on 
  a DC 15 Dexterity saving throw, taking 54 (12d8) acid damage on a 
  failed save, or half as much damage on a successful one.
  Mature Adult Black Dragon 
  Gargantuan dragon, chaotic evil
  Armor Class 20 (natural armor)
  Hit Points 281 (17d20 + 102)
  Speed 40 ft., fly 80 ft., swim 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         25 (+7)      14 (+2)       23 (+6)      15 (+2)     14 (+2)       18 (+4)
  Saving Throws Dex +8, Con +12, Wis +8, Cha +10
  Skills Perception +14, Stealth +8
  Damage Immunities acid
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24
  Languages Common, Dragonic 
  Challenge 18 (20,000 XP)
  Amphibious. The dragon can breathe air and water. 
  Legendary Resistance (3/day). If the dragon fails a saving throw, it 
  can choose to succeed instead. 
  Actions
  Multiattack. The dragon can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. 
  Hit: 18 (2d10 + 7) piercing damage plus 9 (2d8) acid damage.
  Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 
  Hit: 14 (2d6 + 7) slashing damage.
  Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. 
  Hit: 16 (2d8 + 7) bludgeoning damage.
  Frightful Presence. Each creature of the dragon's choice that is 
  within 120 feet of the dragon and aware of it must succeed on a 
  DC 18 Wisdom saving throw or become frightened for 1 minute. A 
  creature can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. If a creature's saving throw 
  is successful or the effect ends for it, the creature is immune to the 
  dragon's Frightful Presence for the next 24 hours.
  Acid Breath (Recharge 5-6). The dragon exhales acid in an 90-foot 
  line that is 10 feet wide. Each creature in that line must succeed on 
  a DC 20 Dexterity saving throw, taking 63 (14d8) acid damage on a 
  failed save, or half as much damage on a successful one.
  Legendary Actions
  The dragon can take three legendary actions, choosing from the 
  options below. Only one legendary action option can be used at 
  a time and only at the end of another creature's turn. The dragon 
  regains spent legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats its wings. Each 
  creature within 15 feet of the dragon must succeed on a DC 21 
  Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage 
  and be knocked prone. The dragon can then fly up to half its flying 
  speed. 
  
  77
  Chapter 1. Bestiary
  Young Adult Blue Dragon 
  Huge dragon, lawful evil
  Armor Class 18 (natural armor)
  Hit Points 184 (16d12 + 80)
  Speed 40 ft., burrow 40 ft., fly 80 ft.
  STR           DEX           CON           INT           WIS           CHA 
         23 (+6)      10 (+0)       21 (+5)      15 (+2)     14 (+2)      18 (+4)
  Saving Throws Dex +6, Con +8, Wis +5, Cha +7
  Skills Perception +10, Stealth +4
  Damage Immunities lightning
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 20
  Languages Common, Dragonic 
  Challenge 11 (7,200 XP)
  Actions
  Multiattack. The dragon can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 17 (2d10 + 6) piercing damage plus 5 (1d10) lightning damage.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 13 (2d6 + 6) slashing damage.
  Frightful Presence. Each creature of the dragon's choice that is 
  within 120 feet of the dragon and aware of it must succeed on a 
  DC 16 Wisdom saving throw or become frightened for 1 minute. A 
  creature can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. If a creature's saving throw 
  is successful or the effect ends for it, the creature is immune to the 
  dragon's Frightful Presence for the next 24 hours.
  Acid Breath (Recharge 5-6). The dragon exhales lightning in an 90-
  foot line that is 5 feet wide. Each creature in that line must succeed 
  on a DC 17 Dexterity saving throw, taking 60 (11d10) acid damage 
  on a failed save, or half as much damage on a successful one.
  Mature Adult Blue Dragon 
  Gargantuan dragon, lawful evil
  Armor Class 20 (natural armor)
  Hit Points 315 (18d20 + 126)
  Speed 40 ft., burrow 40 ft., fly 80 ft.
  STR           DEX           CON           INT           WIS           CHA 
         27 (+8)      10 (+0)       25 (+7)     17 (+3)      16 (+3)       20 (+5)
  Saving Throws Dex +6, Con +13, Wis +9, Cha +11
  Skills Perception +15, Stealth +6
  Damage Immunities lightning
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 25
  Languages Common, Dragonic 
  Challenge 20 (24,500 XP)
  Legendary Resistance (3/day). If the dragon fails a saving throw, it 
  can choose to succeed instead. 
  Actions
  Multiattack. The dragon can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. 
  Hit: 19 (2d10 + 8) piercing damage plus 11 (2d10) lightning damage.
  Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 
  Hit: 15 (2d6 + 8) slashing damage.
  Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. 
  Hit: 17 (2d8 + 8) bludgeoning damage.
  Frightful Presence. Each creature of the dragon's choice that is 
  within 120 feet of the dragon and aware of it must succeed on a 
  DC 19 Wisdom saving throw or become frightened for 1 minute. A 
  creature can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. If a creature's saving throw 
  is successful or the effect ends for it, the creature is immune to the 
  dragon's Frightful Presence for the next 24 hours.
  Lightning Breath (Recharge 5-6). The dragon exhales lightning 
  in an 120-foot line that is 10 feet wide. Each creature in that line 
  must succeed on a DC 21 Dexterity saving throw, taking 77 (14d10) 
  lightning damage on a failed save, or half as much damage on a 
  successful one.
  Legendary Actions
  The dragon can take three legendary actions, choosing from the 
  options below. Only one legendary action option can be used at 
  a time and only at the end of another creature's turn. The dragon 
  regains spent legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats its wings. Each 
  creature within 15 feet of the dragon must succeed on a DC 22 
  Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage 
  and be knocked prone. The dragon can then fly up to half its flying 
  speed. 
  
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  Chapter 1. Bestiary
  Young Adult Green Dragon 
  Huge dragon, lawful evil
  Armor Class 18 (natural armor)
  Hit Points 168 (16d12 + 64)
  Speed 40 ft., burrow 40 ft., fly 80 ft.
  STR           DEX           CON           INT           WIS           CHA 
         21 (+5)      12 (+1)       19 (+4)      17 (+3)     14 (+2)      16 (+3)
  Saving Throws Dex +5, Con +8, Wis +6, Cha +7
  Skills Perception +10, Stealth +4
  Damage Immunities acid
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 20
  Languages Common, Dragonic 
  Challenge 10 (5,900 XP)
  Amphibious. The dragon can breathe air and water. 
  Actions
  Multiattack. The dragon can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) poison damage.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 12 (2d6 + 5) slashing damage.
  Frightful Presence. Each creature of the dragon's choice that is 
  within 120 feet of the dragon and aware of it must succeed on a 
  DC 15 Wisdom saving throw or become frightened for 1 minute. A 
  creature can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. If a creature's saving throw 
  is successful or the effect ends for it, the creature is immune to the 
  dragon's Frightful Presence for the next 24 hours.
  Poison Breath (Recharge 5-6). The dragon exhales poisonous gas 
  in a 60-foot cone. Each creature in that area must succeed on a DC 
  16 Dexterity saving throw, taking 49 (14d6) poison damage on a 
  failed save, or half as much damage on a successful one.
  Mature Adult Green Dragon 
  Gargantuan dragon, lawful evil
  Armor Class 20 (natural armor)
  Hit Points 297 (18d20 + 108)
  Speed 40 ft., fly 80 ft., swim 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         25 (+7)      12 (+1)       23 (+6)     19 (+4)      16 (+3)       18 (+4)
  Saving Throws Dex +7, Con +12, Wis +9, Cha +10
  Skills Deception +10, Insight +9, Perception +15, Persuasion +10, 
  Stealth +7
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 25
  Languages Common, Dragonic 
  Challenge 19 (22,000 XP)
  Amphibious. The dragon can breathe air and water. 
  Legendary Resistance (3/day). If the dragon fails a saving throw, it 
  can choose to succeed instead. 
  Actions
  Multiattack. The dragon can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. 
  Hit: 18 (2d10 + 7) piercing damage plus 10 (3d6) poison damage.
  Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 
  Hit: 14 (2d6 + 7) slashing damage.
  Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. 
  Hit: 16 (2d8 + 7) bludgeoning damage.
  Frightful Presence. Each creature of the dragon's choice that is 
  within 120 feet of the dragon and aware of it must succeed on a 
  DC 18 Wisdom saving throw or become frightened for 1 minute. A 
  creature can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. If a creature's saving throw 
  is successful or the effect ends for it, the creature is immune to the 
  dragon's Frightful Presence for the next 24 hours.
  Poison Breath (Recharge 5-6). The dragon exhales poisonous gas 
  in a 60-foot cone. Each creature in that area must succeed on a DC 
  20 Dexterity saving throw, taking 66 (19d6) poison damage on a 
  failed save, or half as much damage on a successful one.
  Legendary Actions
  The dragon can take three legendary actions, choosing from the 
  options below. Only one legendary action option can be used at 
  a time and only at the end of another creature's turn. The dragon 
  regains spent legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats its wings. Each 
  creature within 15 feet of the dragon must succeed on a DC 21 
  Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage 
  and be knocked prone. The dragon can then fly up to half its flying 
  speed. 
  
  79
  Chapter 1. Bestiary
  Young Adult Red Dragon 
  Huge dragon, chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 213 (17d12 + 102)
  Speed 40 ft., climb 40 ft., fly 80 ft.
  STR           DEX           CON           INT           WIS           CHA 
         25 (+7)      10 (+0)       23 (+6)      15 (+2)     12 (+1)      20 (+5)
  Saving Throws Dex +5, Con +11, Wis +6, Cha +10
  Skills Perception +11, Stealth +5
  Damage Immunities fire
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
  Languages Common, Dragonic 
  Challenge 12 (8,400 XP)
  Actions
  Multiattack. The dragon can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 
  Hit: 18 (2d10 + 7) piercing damage plus 5 (2d6) fire damage.
  Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 
  Hit: 14 (2d6 + 7) slashing damage.
  Frightful Presence. Each creature of the dragon's choice that is 
  within 120 feet of the dragon and aware of it must succeed on a 
  DC 18 Wisdom saving throw or become frightened for 1 minute. A 
  creature can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. If a creature's saving throw 
  is successful or the effect ends for it, the creature is immune to the 
  dragon's Frightful Presence for the next 24 hours.
  Fire Breath (Recharge 5-6). The dragon exhales fire in a 60-foot 
  cone. Each creature in that area must succeed on a DC 19 Dexterity 
  saving throw, taking 59 (17d6) fire damage on a failed save, or half 
  as much damage on a successful one.
  Mature Adult Red Dragon 
  Gargantuan dragon, chaotic evil
  Armor Class 21 (natural armor)
  Hit Points 352 (19d20 + 152)
  Speed 40 ft., climb 40 ft., fly 80 ft.
  STR           DEX           CON           INT           WIS           CHA 
         29 (+9)      10 (+0)       27 (+8)     17 (+3)      14 (+2)       22 (+6)
  Saving Throws Dex +7, Con +15, Wis +9, Cha +13
  Skills Perception +16, Stealth +7
  Damage Immunities fire
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 16
  Languages Common, Dragonic 
  Challenge 21 (33,000 XP)
  Legendary Resistance (3/day). If the dragon fails a saving throw, it 
  can choose to succeed instead. 
  Actions
  Multiattack. The dragon can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. 
  Hit: 20 (2d10 +98) piercing damage plus 14 (4d6) fire damage.
  Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 
  Hit: 16 (2d6 + 9) slashing damage.
  Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. 
  Hit: 18 (2d8 + 9) bludgeoning damage.
  Frightful Presence. Each creature of the dragon's choice that is 
  within 120 feet of the dragon and aware of it must succeed on a 
  DC 21 Wisdom saving throw or become frightened for 1 minute. A 
  creature can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. If a creature's saving throw 
  is successful or the effect ends for it, the creature is immune to the 
  dragon's Frightful Presence for the next 24 hours.
  Fire Breath (Recharge 5-6). The dragon exhales fire in a 90-foot 
  cone. Each creature in that area must succeed on a DC 23 Dexterity 
  saving throw, taking 77 (22d6) fire damage on a failed save, or half 
  as much damage on a successful one.
  Legendary Actions
  The dragon can take three legendary actions, choosing from the 
  options below. Only one legendary action option can be used at 
  a time and only at the end of another creature's turn. The dragon 
  regains spent legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats its wings. Each 
  creature within 15 feet of the dragon must succeed on a DC 22 
  Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage 
  and be knocked prone. The dragon can then fly up to half its flying 
  speed. 
  
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  Chapter 1. Bestiary
  Young Adult White Dragon 
  Huge dragon, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 161 (14d12 + 70)
  Speed 40 ft., burrow 40 ft., fly 80 ft.
  STR           DEX           CON           INT           WIS           CHA 
         20 (+5)      10 (+0)       20 (+5)        7 (-1)      12 (+1)      12 (+1)
  Saving Throws Dex +4, Con +9, Wis +5, Cha +5
  Skills Perception +9, Stealth +4
  Damage Immunities cold
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 19
  Languages Common, Dragonic 
  Challenge 10 (5,900 XP)
  Ice Walk. The dragon can move across and climb icy surfaces 
  without needing to make an ability check. Additionally, difficult 
  terrain composed of ice or snow doesn't cost it extra moment. 
  Actions
  Multiattack. The dragon can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 16 (2d10 + 5) piercing damage plus 4 (1d8) cold damage.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 12 (2d6 + 5) slashing damage.
  Frightful Presence. Each creature of the dragon's choice that is 
  within 120 feet of the dragon and aware of it must succeed on a 
  DC 13 Wisdom saving throw or become frightened for 1 minute. A 
  creature can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. If a creature's saving throw 
  is successful or the effect ends for it, the creature is immune to the 
  dragon's Frightful Presence for the next 24 hours.
  Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 
  60-foot cone. Each creature in that area must succeed on a DC 17 
  Dexterity saving throw, taking 49 (11d8) cold damage on a failed 
  save, or half as much damage on a successful one.
  Mature Adult White Dragon 
  Gargantuan dragon, chaotic evil
  Armor Class 20 (natural armor)
  Hit Points 315 (18d20 + 126)
  Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         24 (+7)      10 (+0)       24 (+7)       9 (-1)      12 (+1)       13 (+1)
  Saving Throws Dex +6, Con +13, Wis +7, Cha +7
  Skills Perception +13, Stealth +6
  Damage Immunities cold
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
  Languages Common, Dragonic 
  Challenge 17 (18,000 XP)
  Ice Walk. The dragon can move across and climb icy surfaces 
  without needing to make an ability check. Additionally, difficult 
  terrain composed of ice or snow doesn't cost it extra moment. 
  Legendary Resistance (3/day). If the dragon fails a saving throw, it 
  can choose to succeed instead. 
  Actions
  Multiattack. The dragon can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. 
  Hit: 18 (2d10 + 7) piercing damage plus 9 (2d8) cold damage.
  Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 
  Hit: 14 (2d6 + 7) slashing damage.
  Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. 
  Hit: 16 (2d8 + 7) bludgeoning damage.
  Frightful Presence. Each creature of the dragon's choice that is 
  within 120 feet of the dragon and aware of it must succeed on a 
  DC 15 Wisdom saving throw or become frightened for 1 minute. A 
  creature can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. If a creature's saving throw 
  is successful or the effect ends for it, the creature is immune to the 
  dragon's Frightful Presence for the next 24 hours.
  Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 
  90-foot cone. Each creature in that area must succeed on a DC 21 
  Dexterity saving throw, taking 63 (14d8) cold damage on a failed 
  save, or half as much damage on a successful one.
  Legendary Actions
  The dragon can take three legendary actions, choosing from the 
  options below. Only one legendary action option can be used at 
  a time and only at the end of another creature's turn. The dragon 
  regains spent legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats its wings. Each 
  creature within 15 feet of the dragon must succeed on a DC 22 
  Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage 
  and be knocked prone. The dragon can then fly up to half its flying 
  speed. 
  
  81
  Chapter 1. Bestiary
  Dragon Turtles
  Young Dragon Turtle 
  Huge dragon, neutral
  Armor Class 18 (natural armor)
  Hit Points 152 (16d12 + 48)
  Speed 20 ft., swim 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         21 (+5)      10 (+0)       16 (+3)       8 (-1)      10 (+0)       10 (+0)
  Saving Throws Dex +4, Con +7, Wis +4
  Damage Resistances fire
  Senses darkvision 120 ft., passive Perception 8
  Languages Aquan, Dragonic 
  Challenge 9 (5,000 XP)
  Amphibious. The dragon turtle can breathe air and water. 
  Actions
  Multiattack. The dragon turtle makes three attacks: one with its bite 
  and two with its claws.  It can use its tail attack in place of its two 
  claws attacks.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 21 (3d10 + 5) piercing damage.
  Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 
  Hit: 12 (2d6 + 5) slashing damage.
  Tail. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 
  Hit: 21 (3d10 + 5) bludgeoning damage. If the target is a Large or 
  smaller creature, it must succeed on a DC 17 Strength saving throw 
  or be pushed up to 10 feet away from the dragon turtle and knocked 
  prone.
  Steam Breath (Recharge 5-6). The dragon exhales scalding steam 
  in a 30-foot cone. Each creature in that area must succeed on a 
  DC 15 Dexterity saving throw, taking 45 (13d6) fire damage on 
  a failed save, or half as much damage on a successful one. Being 
  underwater doesn't grant resistance.
  Dragon Turtle Wyrmling
  Large dragon, neutral
  Armor Class 16 (natural armor)
  Hit Points 85 (10d10 + 30)
  Speed 20 ft., swim 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         17 (+3)      10 (+0)       12 (+1)       6 (-2)          8 (-1)         8 (-1)
  Saving Throws Dex +3, Con +4, Wis +2
  Damage Resistances fire
  Senses darkvision 120 ft., passive Perception 6
  Languages Aquan, Dragonic 
  Challenge 5 (1,800 XP)
  Amphibious. The dragon turtle can breathe air and water. 
  Actions
  Multiattack. The dragon turtle makes three attacks: one with its bite 
  and two with its claws.  
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 16 (3d8 +3) piercing damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 10 (2d4 + 3) slashing damage.
  Steam Breath (Recharge 5-6). The dragon exhales scalding steam 
  in a 15-foot cone. Each creature in that area must succeed on a 
  DC 14 Dexterity saving throw, taking 31 (9d6) fire damage on a 
  failed save, or half as much damage on a successful one. Being 
  underwater doesn't grant resistance.
  Young Dragon Turtle
  Young dragon turtles are more commonly 
  encountered as they are more prone to attack 
  smaller ships compared to the bigger adults.  
  It is also at this stage that they begin to build 
  their obsession with gold and treasure which 
  they discover can be easily taken from busy 
  shipping lanes.
    Fortunately for the sailors, young dragon 
  turtles rarely live to adult age, as they 
  are often mortally wounded by savagely 
  territorial and greedy dragon turtles.
  Dragon Turtle Wyrmling
  Wyrmlings are newly-hatched up to 6-month-old dragon turtles.  
  They are often encountered near sandy beaches and shallow 
  waters.  Only a few survive to an adolescent age, as they are often 
  killed on sight by larger dragon turtles, other sea monsters, and 
  various humanoids that hunt them for their tough shells which 
  they use to build shields with.
  "Something I overheard from a harbormaster at Port 
  Nyanzaru... a pirate ship was spotted taking refuge in a secret 
  cove somewhere north of the MistCliffs in the bay of Chult.  
  Mercenaries and adventurers were conscripted to capture 
  them the following day.  But after they tracked them down, 
  they were shocked at what they discovered... hundreds of 
  sea gulls, crabs, and other scavengers feasting on the blood, 
  torn limbs, and gutted remains lying on the beach.   And not a 
  single living pirate in sight.  You know what was interesting?  
  They discovered dozens of giant cracked shells half buried 
  in the beach not too far from where the pirates made camp.  
  Those pirates sure picked the right place... but the wrong time 
  to get drunk."
                                                                                        - Volo
  
  82
  Chapter 1. Bestiary
  Driders
  1st level (4 slots): ensnaring strike, hunter's mark 
  2nd level (3 slots): cordon of arrows, spike growth
  3rd level (2 slots): conjure barrage, lightning arrow
  Stealthy. On each of its turns, the drider can use a bonus action to 
  take the Hide action. 
  Spider Climb. The drider can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability check.
  Sunlight Sensitivity. While in sunlight, the drider has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that rely 
  on sight.
  Web Walker. The drider ignores movement restrictions caused by 
  webbing.
  Slay Foe (1/Turn). The drider deals an extra 13 (3d8) damage with 
  its weapon attack if it hits a creature that doesn't have all its hit 
  points.  
  Actions
  Multiattack. The drider makes three attacks: either with its rapier or 
  its longbow.  It can replace one of those attacks with a bite attack.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.
  Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage.
  Longbow. Ranged Weapon Attack: +7 to hit, range 120/600 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) poison damage.
  Drider Cavestalker
  Large monstrosity, chaotic evil
  Armor Class 20 (natural armor)
  Hit Points 171 (18d10 + 72)
  Speed 30 ft., climb 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         16 (+3)       18 (+4)      18 (+4)      13 (+1)     14 (+2)       12 (+1)
  Skills Perception +5, Stealth +10, Survival +8
  Saving Throws Str +3, Dex +7
  Senses darkvision 120 ft., passive Perception 15
  Languages Elvish, Undercommon
  Challenge 8 (3,900 XP)
  Cave Strider. Moving through nonmagical difficult cavern or 
  underground terrain doesn't cost the drider extra movement.
  Fey Ancestry. The drider has advantage on saving throws against 
  being charmed, and magic can't put the drider to sleep. 
  Innate Spellcasting. The drider's innate spellcasting ability is 
  Wisdom (spell save DC 13). The drider can innately cast the 
  following spells, without providing material components:
  At will: dancing lights
  1/day each: darkness, faerie fire
  Spellcasting. The drider is a 9th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 13). It has the following ranger 
  spells prepared:
  Drider Cavestalker
  These driders are exceptional hunters and trackers in the 
  underdark and are often commissioned by drow to pursue and 
  capture escaping slaves or enemy scouts.
    
  
  83
  Chapter 1. Bestiary
  Drider Sorcerer
  Large monstrosity, chaotic evil
  Armor Class 19 (natural armor)
  Hit Points 162 (17d10 + 68)
  Speed 30 ft., climb 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         16 (+3)       16 (+3)      18 (+4)      13 (+1)     14 (+2)       16 (+3)
  Skills Perception +5, Stealth +10 
  Senses darkvision 120 ft., passive Perception 15
  Languages Elvish, Undercommon
  Challenge 9 (5,000 XP)
  Fey Ancestry. The drider has advantage on saving throws against 
  being charmed, and magic can't put the drider to sleep. 
  Innate Spellcasting. The drider's innate spellcasting ability is 
  Wisdom (spell save DC 13). The drider can innately cast the 
  following spells, without providing material components:
  At will: dancing lights
  1/day each: darkness, faerie fire
  Spellcasting. The drider is a 9th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It 
  has the following sorcerer spells prepared:
  Cantrips (at will): chill touch, minor illusion, mending, poison spray, 
  true strike
  1st level (4 slots): charm person, detect magic
  2nd level (3 slots): invisibility, web  
  3rd level (3 slots): dispel magic, lightning bolt, suggestion
  4th level (3 slots): confusion, greater invisibility
  5th level (1 slot): cone of cold
  Sorcery Points. The drider has 9 sorcery points. It can spend l or 
  more sorcery points as a bonus action to gain one of the following 
  benefits: 
    Heightened Spell: When the drider casts a spell that forces a 
  creature to make a saving throw to resist the spell's effects, the 
  drider can spend 3 sorcery points to give one target of the spell 
  disadvantage on its first saving throw against the spell.
    Quickened Spell: When the drider casts a spell that has a casting 
  time of 1 action, the drider can spend 2 sorcery points to change the 
  casting time to 1 bonus action for this casting.
  Spider Climb. The drider can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability check.
  Sunlight Sensitivity. While in sunlight, the drider has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that rely 
  on sight.
  Web Walker. The drider ignores movement restrictions caused by 
  webbing.
  Actions
  Multiattack. The drider makes three attacks: either with its 
  longsword or its longbow.  It can replace one of those attacks with a 
  bite attack.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) piercing damage.
  Longbow. Ranged Weapon Attack: +6 to hit, range 120/600 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.
  Drider Warlock
  Large monstrosity, chaotic evil
  Armor Class 19 (natural armor)
  Hit Points 171 (18d10 + 72)
  Speed 30 ft., climb 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         14 (+2)       16 (+3)      18 (+4)      13 (+1)     14 (+2)       18 (+4)
  Skills Arcana +5, Perception +5, Stealth +10 
  Senses darkvision 120 ft., passive Perception 15
  Languages Elvish, Undercommon
  Challenge 10 (5,900 XP)
  Fey Ancestry. The drider has advantage on saving throws against 
  being charmed, and magic can't put the drider to sleep. 
  Innate Spellcasting. The drider's innate spellcasting ability is 
  Wisdom (spell save DC 13). The drider can innately cast the 
  following spells, without providing material components:
  At will: dancing lights
  1/day each: darkness, faerie fire
  Spellcasting. The drider is a 17th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It 
  regains its expended spell slots when it finishes a short or long rest. 
  It knows the following warlock spells:
  Cantrips (at will): eldritch blast, friends, mage hand, minor
    illusion, poison spray, prestidigitation, shocking grasp 
  1st level-5th level (4 5th-level slots): banishment, burning hands,   
    fireball, flame strike, hellish rebuke, magic circle, mirror image, 
    scorching ray, scrying, wall of fire
  1/day each: Abi-Dalzim's horrid wilting, finger of death, 
    plane shift (self only)
  Dark One's Own Luck (Recharges after a Short or Long Rest). 
  When the drider makes an ability check or saving throw, it can add 
  a dl0 to the roll. It can do this after the roll is made but before any of 
  the roll's effects occur.
  Spider Climb. The drider can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability check.
  Sunlight Sensitivity. While in sunlight, the drider has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that rely 
  on sight.
  Web Walker. The drider ignores movement restrictions caused by 
  webbing.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.
  Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 3) piercing damage.
  Drider Sorcerer and Warlock
  Some drow were sorcerers and warlocks before they were cursed 
  and transformed into driders.  While most lose their powers and 
  memories of their former drow selves, a rare few manage to retain 
  their abilities, making them dangerous opponents.  Whether this 
  was willed by Lolth or not, it's anyone's guess.  
    Because they still retain memories of a portion of their lives, they 
  grow to hate the drow that have forsaken them. Thus, these drider 
  spellcasters wander off into the underdark to find their own lair 
  and live like hermits.  They will not hesitate to attack anyone or 
  anything that enters their territory, even drow.
    
  
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  Chapter 1. Bestiary
  Dryad Witch of the Fey
  Medium Fey, neutral
  Armor Class 12 (15 with mage armor)
  Hit Points 111 (17d8 + 34)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         10 (+0)       14 (+2)      14 (+2)      14 (+2)     15 (+2)       20 (+5)
  Saving Throws Wis +5, Cha +7
  Skills Arcana +5, Deception +7, Nature +5, Perception +5,
    Persuasion +7, Stealth +4
  Condition Immunities charmed
  Senses darkvision 60 ft., passive Perception 15
  Languages Elvish, Sylvan
  Challenge 6 (2,300 XP)
  Agonizing Blast. When the dryad casts eldritch blast, she adds her 
  Charisma modifier to the damage it deals on a hit.
  Innate Spellcasting. The dryad's innate spellcasting ability is 
  Charisma (spell save DC 16). The dryad can innately cast the 
  following spells, without providing material components:
  At will: disguise self, druidcraft, mage armor (self only), silent image,  
    speak with animals
  3/day each: entangle, goodberry 
  1/day each: barkskin, conjure fey, feedblemind, finger of death, pass 
    without trace, shillelagh
  Magic Resistance. The dryad has advantage on saving throws 
  against spells and other magical effects.
  Speak with Beasts and Plants. The dryad can communicate with 
  beasts and plants as if they shared a language. 
  Spellcasting. The dryad is an 15th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It 
  regains its expended spell slots when it finishes a short or long rest. 
  It knows the following warlock spells:
  Dryad
  Cantrips (at will): dancing lights, eldritch blast, friends, mage hand, 
    minor illusion, prestidigation, vicious mockery 
  1st level-5th level (3 5th-level slots): armor of agathys, blink, 
  dimension door, dominate beast, dispel magic, faerie fire, fear, hold 
  monster, misty step, phantasmal force, seeming, sleep
  Tree Stride. Once on her turn, the dryad can use 10 feet of her 
  movement to step magically into one living tree within her reach 
  and emerge from a second living tree within 60 feet of the first tree, 
  appearing in an unoccupied space within 5 feet of the second tree. 
  Both trees must be Large or bigger.
  Actions
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  5 (1d6 + 2) plus 7 (2d6) poison damage.
  Fey Charm. The dryad targets one humanoid or beast that she can 
  see within 30 feet of her. If the target can see the dryad, it must 
  succeed on a DC 16 Wisdom saving throw or be magically charmed. 
  The charmed creature regards the dryad as a trusted friend to be 
  heeded and protected. Although the target isn't under the dryad's 
  control, it takes the dryad's requests or actions in the most favorable 
  way it can.  
    Each time the dryad or its allies do anything harmful to the target, 
  it can repeat the saving throw, ending the effect on itself
  on a success. Otherwise, the effect lasts 24 hours or until the dryad 
  dies, is on a different plane of existence from the target, or ends the 
  effect as a bonus action. If a target 's saving throw is successful, the 
  target is immune to the dryad's Fey Charm for the next 24 hours.  
    The dryad can have no more than one humanoid and up to three 
  beasts charmed at a time.
  Reactions
  Misty Escape (Recharges after a Short or Long Rest). In response
  to taking damage, the dryad turns invisible and teleports up to 60 
  feet to an unoccupied space it can see. It remains invisible until the 
  start of its next turn or until it attacks, makes a damage roll, or casts 
  a spell.
  Dryad Witch of the Fey
  While most dryads develop druidic powers, some dryads develop 
  eldritch abilities, partly due to their patronship of either Titania of 
  the Summer Court, or Oberon, the Green Lord.  
    Of all dryads, they are the ones most prone to play tricks and 
  pranks on those foolish enough to wander near their lair. 
  
  85
  Chapter 1. Bestiary
  Duergar
  Actions
  Multiattack. The duergar makes two war pick or javelin attacks.  It 
  can replace one of those attacks with Call to Attack.
  Enlarge (Recharges after a Short or Long Rest). For 1 minute, 
  the duergar magically increases in size, along with anything it is 
  wearing or carrying. While enlarged, the duergar is Large, doubles 
  its damage dice on Strength-based weapon attacks (included in the 
  attacks), and makes Strength checks and Strength saving throws 
  with advantage. If the duergar lacks the room to become Large, it 
  attains the maximum size possible in the space available.
  War Pick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) piercing damage, or 12 (2d8 + 3) piercing damage 
  while enlarged.
  Javelin. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage, or 10 (2d6 + 3) piercing 
  damage while enlarged.
  Call to Attack. Up to two allied duergar within 30 feet of this 
  duergar that can hear it can each use their reaction to make one 
  weapon attack.
  Invisibility (Recharges after a Short or Long Rest). The duergar 
  magically turns invisible until it attacks, casts a spell, or uses its 
  Enlarge, or until its concentration is broken, up to 1 hour (as if 
  concentrating on a spell). Any equipment the duergar wears or 
  carries is invisible with it.
  Duergar Captain
  Medium humanoid (dwarf), lawful evil
  Armor Class 18 (chain mail, shield)
  Hit Points 46 (7d8 + 14)
  Speed 25 ft.
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)      11 (+0)       15 (+2)     11 (+0)      10 (+0)      10 (+0)
  Damage Resistances poison
  Senses darkvision 120 ft., passive Perception 10
  Languages Dwarvish, Undercommon 
  Challenge 3 (700 XP)
  Duergar Resilience. The duergar has advantage on saving throws 
  against poison, spells, and illusions, as well as to resist being 
  charmed or paralyzed.
  Phalanx Formation. The duergar has advantage on attack rolls and 
  Dexterity saving throws while standing within 5 feet of a duergar ally 
  wielding a shield.
  Sunlight Sensitivity. While in sunlight, the duergar has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that rely 
  on sight.
  Duergar Captain
  Captains are experienced war veterans 
  who are always found leading patrols 
  or training young duergar to become 
  soldiers.  
  
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  Chapter 1. Bestiary
  Duergar Champion
  Medium humanoid (dwarf), lawful evil
  Armor Class 18 (plate mail)
  Hit Points 72 (11d8 + 22)
  Speed 25 ft.
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)      11 (+0)       15 (+2)     11 (+0)      10 (+0)      10 (+0)
  Saving Throws Str +7, Con +5
  Skills Athletics +7, Intimidation +3, Perception +3
  Damage Resistances poison
  Senses darkvision 120 ft., passive Perception 13
  Languages Dwarvish, Undercommon 
  Challenge 5 (1,800 XP)
  Duergar Resilience. The duergar has advantage on saving throws 
  against poison, spells, and illusions, as well as to resist being 
  charmed or paralyzed.
  Indomitable (1/Day). The duergar can reroll a saving throw it fails. It 
  must use the new roll.
  Second Wind (Recharges after a Short or Long Rest). As a bonus 
  action, the duergar can regain 15 hit points.
  Sunlight Sensitivity. While in sunlight, the duergar has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that rely 
  on sight.
  Actions
  Multiattack. The duergar makes three maul or javelin attacks and 
  uses Enlarge if it is available.
  Enlarge (Recharges after a Short or Long Rest). For 1 minute, 
  the duergar magically increases in size, along with anything it is 
  wearing or carrying. While enlarged, the duergar is Large, doubles 
  its damage dice on Strength-based weapon attacks (included in the 
  attacks), and makes Strength checks and Strength saving throws 
  with advantage. If the duergar lacks the room to become Large, it 
  attains the maximum size possible in the space available.
  Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 
  (2d6 + 4) bludgeoning damage, or 18 (4d6 + 4) bludgeoning damage 
  while enlarged.
  Javelin. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing 
  damage while enlarged.
  Invisibility (Recharges after a Short or Long Rest). The duergar 
  magically turns invisible until it attacks, casts a spell, or uses its 
  Enlarge, or until its concentration is broken, up to 1 hour (as if 
  concentrating on a spell). Any equipment the duergar wears or 
  carries is invisible with it.
  Duergar Priest
  Medium humanoid (dwarf), lawful evil
  Armor Class 16 (scale mail, shield)
  Hit Points 44 (8d8 + 8)
  Speed 25 ft.
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      11 (+0)       12 (+1)     11 (+0)      16 (+3)      12 (+1)
  Damage Resistances poison
  Senses darkvision 120 ft., passive Perception 13
  Languages Dwarvish, Undercommon 
  Challenge 3 (700 XP)
  Duergar Resilience. The duergar has advantage on saving throws 
  against poison, spells, and illusions, as well as to resist being 
  charmed or paralyzed.
  Spellcasting. The duergar is a 5th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It 
  has the following cleric spells prepared:
  Cantrips (at will): mending, poison spray, sacred flame, thaumaturgy
  1st level (4 slots): bane, command, divine favor, healing word, shield 
    of faith
  2nd level (3 slots): blindness/deafness, hold person, magic weapon, 
    silence, spiritual weapon
  3rd level (2 slots): crusader's mantle, dispel magic, meld into stone,   
    revivify, spirit guardians
  Sunlight Sensitivity. While in sunlight, the duergar has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that rely 
  on sight.
  Wrath of Laduguer. As a bonus action, when the duergar hits a 
  creature with a weapon attack, it can expend a spell slot to deal 
  1d8 necrotic damage to the target, and the target must succeed on 
  a DC 14 Wisdom saving throw or be frightened until the end of the 
  duergar's next turn. If the duergar expends a spell slot of 2nd level 
  or higher, the extra necrotic damage increases by 1d8 for each level 
  above 1st (maximum 5d8).  
  Actions
  Enlarge (Recharges after a Short or Long Rest). For 1 minute, 
  the duergar magically increases in size, along with anything it is 
  wearing or carrying. While enlarged, the duergar is Large, doubles 
  its damage dice on Strength-based weapon attacks (included in the 
  attacks), and makes Strength checks and Strength saving throws 
  with advantage. If the duergar lacks the room to become Large, it 
  attains the maximum size possible in the space available.
  Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) bludgeoning damage, or 11 (2d8 + 2) bludgeoning 
  damage while enlarged.
  Invisibility (Recharges after a Short or Long Rest). The duergar 
  magically turns invisible until it attacks, casts a spell, or uses its 
  Enlarge, or until its concentration is broken, up to 1 hour (as if 
  concentrating on a spell). Any equipment the duergar wears or 
  carries is invisible with it.
  Duergar Champion
  Champions represent the best and some of the most vicious 
  soldiers of any duergar army.  They prefer to wield mauls rather 
  than use one handed weapons and shields.  
  Duergar Priest
  Duergar priests are a staple in any duergar company.  They serve 
  as the primary support for duergar guard patrols and armies.  
  They almost always worship either Laduguer or Deep Duerra.
  
  87
  Chapter 1. Bestiary
  Sunlight Sensitivity. While in sunlight, the duergar has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Wrath of Laduguer. As a bonus action, when the duergar hits a 
  creature with a weapon attack, it can expend a spell slot to deal 
  1d8 necrotic damage to the target, and the target must succeed on 
  a DC 14 Wisdom saving throw or be frightened until the end of the 
  duergar's next turn. If the duergar expends a spell slot of 2nd level 
  or higher, the extra necrotic damage increases by 1d8 for each level 
  above 1st (maximum 5d8).  
  Actions
  Multiattack. The duergar makes two warhammer attacks and uses 
  Enlarge if it is available.
  Enlarge (Recharges after a Short or Long Rest). For 1 minute, 
  the duergar magically increases in size, along with anything it is 
  wearing or carrying. While enlarged, the duergar is Large, doubles 
  its damage dice on Strength-based weapon attacks (included in the 
  attacks), and makes Strength checks and Strength saving throws 
  with advantage. If the duergar lacks the room to become Large, it 
  attains the maximum size possible in the space available.
  Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) bludgeoning damage, or 11 (2d8 + 2) bludgeoning 
  damage while enlarged.
  Invisibility (Recharges after a Short or Long Rest). The duergar 
  magically turns invisible until it attacks, casts a spell, or uses its 
  Enlarge, or until its concentration is broken, up to 1 hour (as if 
  Duergar High Priest
  Medium humanoid (dwarf), lawful evil
  Armor Class 18 (chain mail, shield)
  Hit Points 117 (18d8 + 36)
  Speed 25 ft.
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      11 (+0)       14 (+2)     11 (+0)      18 (+4)      14 (+2)
  Damage Resistances poison
  Senses darkvision 120 ft., passive Perception 13
  Languages Dwarvish, Undercommon 
  Challenge 10 (5,900 XP)
  Duergar Resilience. The duergar has advantage on saving throws 
  against poison, spells, and illusions, as well as to resist being 
  charmed or paralyzed.
  Spellcasting. The duergar is a 11th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It 
  has the following cleric spells prepared:
  Cantrips (at will): mending, poison spray, sacred flame, thaumaturgy
  1st level (4 slots): bane, divine favor, healing word, shield of faith
  2nd level (3 slots): blindness/deafness, hold person, magic weapon, 
    silence, spiritual weapon
  3rd level (3 slots): crusader's mantle, dispel magic, meld into stone,
    revivify, spirit guardians
  4th level (3 slots): banishment, freedom of movement, locate  
    creature, stone shape, stoneskin
  5th level (2 slots): flame strike, hold monster, mass cure wounds
  6th level (1 slot): blade barrier, harm
  Duergar High Priest
  Duergar high priests sometimes serve as 
  leaders and overlords of duergar companies, 
  but more often take the role of advisors to 
  duergar nobility and despots.
    Young duergar high priests prefer to 
  reinforce themselves with magical protection 
  and strength-enhancing spells before 
  entering melee.  The older ones prefer to hang 
  back behind the shield wall and support 
  its kin with protective spells or throw 
  devastating ones at their enemies.
  
  88
  Chapter 1. Bestiary
  Elementals
  Air Elemental, Huge
  Huge elemental, neutral
  Armor Class 16
  Hit Points 189 (18d12 + 54)
  Speed 0 ft., fly 90 ft. (hover)
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)      22 (+6)       16 (+3)       6 (-2)       12 (+1)        5 (-2)
  Damage Resistances lightning, thunder; bludgeoning, piercing,
    and slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, paralyzed, petrified, 
    poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 11
  Languages Auran 
  Challenge 9 (5,000 XP)
  Air Form. The elemental can enter a hostile creature's space and 
  stop there. It can move through a space as narrow as 1 inch wide 
  without squeezing.
  Actions
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 
  Hit: 19 (3d8 + 6) bludgeoning damage.
  Tornado (Recharge 4-6). The elemental magically transforms into 
  a violent tornado and moves up to half its flying speed in a straight 
  line and targets each creature its space it enters.  Each target must 
  succeed on a DC 16 Strength saving throw. On a failure, a target 
  takes 26 (5d8 + 4) bludgeoning damage and is flung up 30 feet away 
  from the elemental in a random direction and knocked prone. If a 
  thrown target strikes an object, such as a wall or floor, the target 
  takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If 
  the target is thrown at another creature, that creature must succeed 
  on a DC 16 Dexterity saving throw or take the same damage and be 
  knocked prone. If the saving throw is successful, the target takes half 
  the bludgeoning damage and isn't flung away or knocked prone.  The 
  air elemental reverts to its true form at the end of the turn.
  Air Elemental, Medium
  Medium elemental, neutral
  Armor Class 14
  Hit Points 33 (6d8 + 8)
  Speed 0 ft., fly 90 ft. (hover)
  STR           DEX           CON           INT           WIS           CHA 
          10 (+0)      18 (+4)      12 (+1)       4 (-3)         8 (-1)          6 (-2)
  Damage Resistances lightning, thunder; bludgeoning, piercing,
    and slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, paralyzed, petrified, 
    poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 9
  Languages Auran 
  Challenge 2 (450 XP)
  Air Form. The elemental can enter a hostile creature's space and 
  stop there. It can move through a space as narrow as 1 inch wide 
  without squeezing.
  Actions
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) bludgeoning damage.
  Whirlwind (Recharge 4-6). Each creature in the elemental's space 
  must succeed on a DC 10 Strength saving throw. On a failure, a 
  target takes 7 (2d6) bludgeoning damage and is flung up 10 feet 
  away from the elemental in a random direction and knocked prone. 
  If a thrown target strikes an object, such as a wall or floor, the target 
  takes 3 (1d6) bludgeoning damage. If the target is thrown at another 
  creature, that creature must succeed on a DC 10 Dexterity saving 
  throw or take the same damage and be knocked prone. If the saving 
  throw is successful, the target takes half the bludgeoning damage 
  and isn't flung away or knocked prone.
  Presented in this section are two additional size categories for the 
  four standard elementals.
  
  89
  Chapter 1. Bestiary
  Earth Elemental, Huge
  Huge elemental, neutral
  Armor Class 18 (natural armor)
  Hit Points 225 (18d12 + 108)
  Speed 30 ft., burrow 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          24 (+7)        8 (-1)        22 (+6)        5 (-3)       12 (+1)         5 (-3)
  Damage Vulnerabilities thunder
  Damage Resistances bludgeoning, piercing, and slashing from 
    nonmagical weapons
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, paralyzed, petrified, 
    poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11
  Languages Terran 
  Challenge 9 (5,000 XP)
  Earth Glide. The elemental can burrow through nonmagical, 
  unworked earth and stone. While doing so, the elemental doesn't 
  disturb the material it moves through.
  Siege Monster. The elemental deals double damage to objects and 
  structures.
  Actions
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 
  Hit: 20 (3d8 + 7) bludgeoning damage.
  Ground Smash (Recharge 5-6). The earth elemental slams the 
  ground, triggering an earth tremor and violently pelting the area 
  around it with debris. All other creatures on the ground within 15 
  feet of the earth elemental must succeed on a DC 19 Strength saving 
  throw, taking 20 (3d8 + 7) bludgeoning damage and is knocked 
  prone on a failed save, or half as much damage and isn't knocked 
  prone on a successful one. 
  Earth Elemental, Medium
  Medium elemental, neutral
  Armor Class 16 (natural armor)
  Hit Points 45 (6d8 + 18)
  Speed 30 ft., burrow 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)        8 (-1)        16 (+3)        5 (-3)        8 (-1)         5 (-3)
  Damage Vulnerabilities thunder
  Damage Resistances bludgeoning, piercing, and slashing from
    nonmagical weapons
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, paralyzed, petrified, 
    poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 9
  Languages Terran 
  Challenge 2 (450 XP)
  Earth Glide. The elemental can burrow through nonmagical, 
  unworked earth and stone. While doing so, the elemental doesn't 
  disturb the material it moves through.
  Siege Monster. The elemental deals double damage to objects and 
  structures.
  Actions
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) bludgeoning damage.
  
  90
  Chapter 1. Bestiary
  Fire Elemental, Huge
  Huge elemental, neutral
  Armor Class 14
  Hit Points 189 (18d12 + 72)
  Speed 50 ft. 
  STR           DEX           CON           INT           WIS           CHA 
         14 (+2)       19 (+4)       18 (+4)       6 (-2)       12 (+1)        7 (-2)
  Damage Resistances bludgeoning, piercing, and slashing from
    nonmagical weapons
  Damage Immunities fire, poison
  Condition Immunities exhaustion, grappled, paralyzed, petrified, 
    poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 11
  Languages Ignan
  Challenge 9 (5,000 XP)
  Fire Form. The elemental can move through a space as narrow as 1 
  inch wide without squeezing. A creature that touches the elemental 
  or hits it with a melee attack while with in 5 feet of it takes 11 (2d10) 
  fire damage. In addition, the elemental can enter a hostile creature's 
  space and stop there. The first time it enters a creature's space on 
  a turn, that creature takes 11 (2d10) fire damage and catches fire; 
  until someone takes an action to douse the fire, the creature takes 11 
  (2d10) fire damage at the start of each of its turns.
  Illumination. The elemental sheds bright light in a 40-foot radius 
  and dim light in an additional 40 feet. 
  Water Susceptibility. For every 5 feet the elemental moves in water, 
  or for every gallon of water splashed on it, it takes 1 cold damage. 
  Actions
  Multiattack. The elemental makes two slam attacks.
  Touch. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
  Hit: 14 (3d6 + 4) fire damage. If the target is a creature or a
  flammable object, it ignites. Until a creature takes an action to
  douse the fire, the target takes 11 (2d10) fire damage at the start
  of each of its turns.
  Blast Wave (Recharge 5-6). The fire elemental emits a searing 
  wave of fire. Each creature within 15 feet of the fire elemental must 
  succeed on a DC 16 Dexterity saving throw, taking 28 (8d6) fire 
  damage on a failed save, or half as much damage on a successful 
  one.  If a creature fails its saving throw, it ignites.  Until a creature 
  takes an action to douse the fire, the target takes 11 (2d10) fire 
  damage at the start of each of its turns.
  Fire Elemental, Medium
  Huge elemental, neutral
  Armor Class 12
  Hit Points 51 (6d12 + 24)
  Speed 50 ft. 
  STR           DEX           CON           INT           WIS           CHA 
            6 (-2)       15 (+2)       14 (+2)        6 (-2)         8 (-1)         7 (-2)
  Damage Resistances lightning, thunder; bludgeoning, piercing,
    and slashing from nonmagical weapons
  Damage Immunities fire, poison
  Condition Immunities exhaustion, grappled, paralyzed, petrified, 
    poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 9
  Languages Ignan
  Challenge 2 (450 XP)
  Fire Form. The elemental can move through a space as narrow as 1 
  inch wide without squeezing. A creature that touches the elemental 
  or hits it with a melee attack while with in 5 feet of it takes 3 (1d6) 
  fire damage. In addition, the elemental can enter a hostile creature's 
  space and stop there. The first time it enters a creature's space on a 
  turn, that creature takes 3 (1d6) fire damage and catches fire; until 
  someone takes an action to douse the fire, the creature takes 3 (1d6) 
  fire damage at the start of each of its turns.
  Illumination. The elemental sheds bright light in a 10-foot radius 
  and dim light in an additional 10 feet. 
  Water Susceptibility. For every 5 feet the elemental moves in water, 
  or for every gallon of water splashed on it, it takes 1 cold damage. 
  Actions
  Multiattack. The elemental makes two slam attacks.
  Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
  Hit: 5 (1d6 + 2) fire damage. If the target is a creature or a
  flammable object, it ignites. Until a creature takes an action to
  douse the fire , the target takes 3 (1d6) fire damage at the start
  of each of its turns.
  
  91
  Chapter 1. Bestiary
  Water Elemental, Huge
  Huge elemental, neutral
  Armor Class 15 (natural armor)
  Hit Points 207 (18d12 + 90)
  Speed 30 ft., swim 90 ft.
  STR           DEX           CON           INT           WIS           CHA 
         22 (+6)       14 (+2)       20 (+5)       5 (-3)       12 (+1)        8 (-1)
  Damage Resistances acid; bludgeoning, piercing, and slashing from
    nonmagical weapons
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, paralyzed, petrified, 
    poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 11
  Languages Aquan
  Challenge 9 (5,000 XP)
  Water Form. The elemental can enter a hostile creature's space and 
  stop there. It can move through a space as narrow as 1 inch wide 
  without squeezing.
  Freeze. If the elemental takes cold damage, it partially freezes; its 
  speed is reduced by 20 feet until the end of its next turn. 
  Actions
  Multiattack. The elemental makes two slam attacks.
  Touch. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
  Hit: 19 (3d8 + 6) bludgeoning damage.
  Surging Waves (Recharge 5-6). The water elemental unleashes a 
  violent rush of water that pushes and knocks enemies down. Each
  creature within 15 feet of the water elemental must succeed on a DC 
  18 Strength saving throw, taking 19 (3d8 + 6) bludgeoning damage 
  and is pushed up to 10 feet away and is knocked prone on a failed
  save, or half as much damage and isn't pushed and knocked prone 
  on a successful one.
  Whelm (Recharge 4-6). Each creature in the elemental's space must 
  succeed on a DC 18 Strength saving throw. On a failure, a target 
  takes 19 (3d8 + 6) bludgeoning damage. If it is Huge or smaller, it is 
  also grappled (escape DC 16). Until this grapple ends, the target is 
  restrained and unable to breathe unless it can breathe water. If the 
  saving throw is successful, the target is pushed out of the elemental's 
  space.
    The elemental can grapple one Huge creature or up to two Large or 
  smaller creatures at one time. At the start of each of the elemental's 
  turns, each target grappled by it takes 19 (3d8 + 6) bludgeoning 
  damage. A creature within 5 feet of the elemental can pull a creature 
  or object out of it by taking an action to make a DC 18 Strength and 
  succeeding.
  Water Elemental, Medium
  Medium elemental, neutral
  Armor Class 13 (natural armor)
  Hit Points 57 (6d12 + 18)
  Speed 30 ft., swim 90 ft.
  STR           DEX           CON           INT           WIS           CHA 
         14 (+2)       14 (+2)       16 (+3)       5 (-3)         8 (-1)          8 (-1)
  Damage Resistances acid; bludgeoning, piercing, and slashing from
    nonmagical weapons
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, paralyzed, petrified, 
    poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 11
  Languages Aquan
  Challenge 2 (450 XP)
  Water Form. The elemental can enter a hostile creature's space and 
  stop there. It can move through a space as narrow as 1 inch wide 
  without squeezing.
  Freeze. If the elemental takes cold damage, it partially freezes; its 
  speed is reduced by 20 feet until the end of its next turn. 
  Actions
  Multiattack. The elemental makes two slam attacks.
  Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
  Hit: 6 (1d8 + 2) bludgeoning damage.
  Whelm (Recharge 4-6). Each creature in the elemental's space must 
  succeed on a DC 12 Strength saving throw. On a failure, a target 
  takes 6 (1d8 + 2) bludgeoning damage. If it is Medium or smaller, it 
  is also grappled (escape DC 12). Until this grapple ends, the target is 
  restrained and unable to breathe unless it can breathe water. If the 
  saving throw is successful, the target is pushed out of the elemental's 
  space.
    The elemental can grapple one Medium or up to two Small or 
  smaller creatures at one time. At the start of each of the elemental's 
  turns, each target grappled by it takes 6 (1d8 + 2) bludgeoning 
  damage. A creature within 5 feet of the elemental can pull a creature 
  or object out of it by taking an action to make a DC 12 Strength and 
  succeeding.
  
  92
  Chapter 1. Bestiary
  Elves: Drow
  Drow Arcane Guard
  Medium humanoid (elf), neutral evil
  Armor Class 15 (studded leather)
  Hit Points 55 (10d8 + 10)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          10 (+0)      16 (+3)      12 (+1)      12 (+1)      11 (+0)      16 (+3)
  Skills Perception +2, Stealth +5
  Senses darkvision 120 ft., passive Perception 13
  Languages Elvish, Undercommon 
  Challenge 5 (1,800 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 14). The drow can innately cast the 
  following spells, without providing material components:
  At will: dancing lights
  1/day each: darkness, faerie fire, levitate (self only)
  Spellcasting. The drow is a 6th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It 
  has the following sorcerer spells prepared:
  Cantrips (at will): fire bolt, mage hand, minor illusion, poison spray
  1st level (4 slots): shield, thunderwave
  2nd level (3 slots): mirror image, scorching ray, web
  3rd level (3 slots): counterspell, lightning bolt
  Sorcery Points. The drow has 6 sorcery points. It can spend l or 
  more sorcery points as a bonus action to gain one of the following 
  benefits: 
    Empowered Spell: When the drow rolls damage for a spell, it can 
  spend 1 sorcery point to reroll up to 3 damage dice. It must use the 
  new rolls. It can use Empowered Spell even if it has already used a 
  different Metamagic option during the casting of the spell.
    Quickened Spell: When the drow casts a spell that has a casting 
  time of 1 action, the drow can spend 2 sorcery points to change the 
  casting time to 1 bonus action for this casting.
  Sunlight Sensitivity. While in sunlight, the drow has disadvantage on 
  attack rolls, as well as on Wisdom (Perception) checks that rely on 
  sight.
  Actions
  Multiattack. The drow makes two spiked chain attacks.
  Spiked Chain. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 8 (2d4 + 3) slashing damage.  
   
  Arcane Guard
  Drow arcane guards specialize in weaving magic and martial skills 
  together in an efficient manner.  If provided a moment to prepare, 
  they will conjure mirror images to confuse their foes.  They then 
  utilize their metamagic features to great advantage.
  Demonbinder
  Drow demonbinders are practioners of the forbidden art of 
  drawing and absorbing the essence of demons in order to gain 
  additional powers and abilities.  They do not care that doing so 
  condemns them to an eternity in the Abyss.
  Dread Fang of Lolth
  The dread fangs of Lolth are elite assassins, often under the 
  employ of noble houses in a drow society.  While very capable 
  of fighting alone, they are deadlier when working with a team, 
  as they have the ability to provide an opening for an ally when in 
  melee against a common target.
  Sergeant
  Sergeants are veteran drow warriors who are tasked with leading 
  guard patrol and soldiers.  They are cunning in battle, able to 
  direct their underlings with deadly efficiency.
  Skirmisher
  Often serving as scouts and spies, drow skirmishers avoid direct 
  fighting.  They prefer to select their targets first, move towards 
  them without being seen, striking, and then retreating before their 
  foes can counter.
  
  93
  Chapter 1. Bestiary
  Drow Dread Fang of Lolth
  Medium humanoid (elf), neutral evil
  Armor Class 16 (studded leather)
  Hit Points 98 (15d8 + 30)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          13 (+1)      19 (+4)       14 (+2)     12 (+1)      13 (+1)      12 (+1)
  Saving Throws Dex +7, Con +4, Wis +4
  Skills Acrobatics +7, Deception + 4, Perception +4, Stealth +10
  Senses darkvision 120 ft., passive Perception 14
  Languages Elvish, Undercommon 
  Challenge 8 (3,900 XP)
  Cunning Action. On each of its turns, the drow can use a bonus 
  action to take the Dash, Disengage, or Hide action. 
  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). The drow can innately cast the 
  following spells, without providing material components:
  At will: dancing lights
  1/day each: darkness, faerie fire, levitate (self only)
  Sneak Attack (1/Turn). The drow deals an extra 10 (3d6) damage 
  when the drow hits a target with a weapon attack and has advantage 
  on the attack roll, or when the target is within 5 feet of an ally of the 
  drow that isn't incapacitated and the drow doesn't have disadvantage 
  on the attack roll. 
  Sunlight Sensitivity. While in sunlight, the drow has disadvantage on 
  attack rolls, as well as on Wisdom (Perception) checks that rely on 
  sight.
  Actions
  Multiattack. The drow makes two short sword attacks.
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a 
  DC 15 Constitution saving throw, taking 28 (8d6) poison damage on 
  a failed save, or half as much damage on a successful one.
  Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 
  ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target 
  must succeed on a DC 15 Constitution saving throw, taking 28 
  (8d6) poison damage on a failed save, or half as much damage on a 
  successful one.
  Reactions
  Lolth's Whispers (3/day). If an ally attacks a target with a weapon 
  attack and the target is within 5 feet of the drow and the ally can 
  hear the drow, the drow grants advantage on the ally's attack roll.  If 
  the attack hits, it deals an extra 10 (3d6) damage.
  Drow Demonbinder
  Medium humanoid (elf), neutral evil
  Armor Class 18 (studded leather)
  Hit Points 117 (18d8 + 36)
  Speed 30 ft. (fly 30 ft. in demonbind form)
  STR           DEX           CON           INT           WIS           CHA 
          12 (+1)      14 (+2)       14 (+2)     12 (+1)      14 (+2)      18 (+4)
  Saving Throws Int +4, Wis +5, Cha +7
  Skills Arcana +4, Deception +7, Perception +5
  Senses darkvision 120 ft., passive Perception 15
  Languages Elvish, Undercommon 
  Challenge 10 (5,900 XP)
  Agonizing Blast. When the drow casts eldritch blast, she adds her 
  Charisma modifier to the damage it deals on a hit.
  Fey Ancestry. The drow has advantage on saving throws against 
  being charmed, and magic can't put the drow to sleep.
  Fiendish Blessing. The AC of the drow includes its Charisma bonus. 
  Sunlight Sensitivity. While in sunlight, the drow has disadvantage on 
  attack rolls, as well as on Wisdom (Perception) checks that rely on 
  sight.
  Innate Spellcasting. The drow's innate spellcasting ability is 
  Charisma (spell save DC 16). The drow can innately cast the 
  following spells, without providing material components:
  At will: dancing lights
  1/day: darkness, faerie fire, levitate (self only) 
  Spellcasting. The drow is an 15th-level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 16, +8 to hit with spell attacks). 
  She regains her expended spell slots when she finishes a short or 
  long rest. It knows the following warlock spells:
  Cantrips (at will): eldritch blast, friends, minor illusion, poison spray,
    prestidigitation, shocking grasp 
  1st level-5th level (3 5th-level slots): banishment, burning hands, 
    fireball, flame strike, hold person, hellish rebuke, magic circle, 
    mirror image, scorching ray, scrying, wall of fire
  1/day each: circle of death, finger of death, power word stun 
  Dark One's Own Luck (Recharges after a Short or Long Rest). 
  When the drow makes an ability check or saving throw, it can add a 
  dl0 to the roll. It can do this after the roll is made but before any of 
  the roll's effects occur.
  Demonbind (Recharges after a Short or Long Rest). The drow can 
  use an action to transform into a fiendish creature.  Horns grow from 
  her head, her skin turns leathery-red, bat-like wings sprout from her 
  back, and her hands turn into vicious claws.  While in this form, it 
  gains 30 temporary hit points, resistance to cold, fire, lightning and 
  to bludgeoning, piercing, and slashing from nonmagical weapons, 
  and immunity to poison.  The effects last for 1 hour, or until the drow 
  dies or uses a bonus action to end it.
  Actions
  Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 2 (1d4 + 2) piercing damage plus 3 (1d6) poison damage.
  Claws (Demonbind Form Only). Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 8 (2d6 + 1) piercing damage.
  
  94
  Chapter 1. Bestiary
  Drow Sergeant
  Medium humanoid (elf), neutral evil
  Armor Class 17 (chain shirt, shield)
  Hit Points 46 (7d8 + 7)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          12 (+1)      14 (+2)       12 (+1)     11 (+0)      12 (+1)      14 (+2)
  Skills Intimidation +5, Perception +3, Stealth +4
  Senses darkvision 120 ft., passive Perception 13
  Languages Elvish, Undercommon 
  Challenge 3 (700 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). The drow can innately cast the 
  following spells, without providing material components:
  At will: dancing lights
  1/day each: darkness, faerie fire, levitate (self only)
  Sunlight Sensitivity. While in sunlight, the drow has disadvantage on 
  attack rolls, as well as on Wisdom (Perception) checks that rely on 
  sight.
  Actions
  Multiattack. The drow makes two short sword attacks.  She can use 
  Maneuver Allies in place of one attack.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage plus 7 (2d6) poison damage.
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 
  ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must 
  succeed on a DC 13 Constitution saving throw or be poisoned 
  for 1 hour. If the saving throw fails by 5 or more, the target is also 
  unconscious while poisoned in this way. The target wakes up if 
  it takes damage or if another creature takes an action to shake it 
  awake.
  Maneuver Allies (Recharge 5-6). Up to four allies within 60 feet of 
  this drow that can hear it can each use their reaction to move up to 
  half their speed without provoking opportunity attacks.
  Reactions
  Direct Counterstrike. In response to a creature missing the drow 
  with a melee attack and the attacker is visible to the drow, she can 
  target an ally within 5 feet of the creature.  If the ally can see and 
  hear the drow, it uses its reaction to make one melee weapon attack 
  against the creature with advantage on the attack roll.
   
  Drow Skirmisher
  Medium humanoid (elf), neutral evil
  Armor Class 16 (studded leather)
  Hit Points 33 (5d8 + 5)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          12 (+1)      16 (+3)       12 (+1)     11 (+0)      11 (+0)      12 (+1)
  Skills Perception +2, Stealth +5
  Senses darkvision 120 ft., passive Perception 13
  Languages Elvish, Undercommon 
  Challenge 2 (450 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 11). The drow can innately cast the 
  following spells, without providing material components:
  At will: dancing lights
  1/day each: darkness, faerie fire, levitate (self only)
  Lightfooted. The drow can take the Dash or Disengage action as a 
  bonus action on each of its turns. 
  Skirmish Advantage. The drow gains advantage on its first attack 
  roll this turn if it has moved at least 15 feet from its space at the 
  beginning of its turn.
  Sunlight Sensitivity. While in sunlight, the drow has disadvantage on 
  attack rolls, as well as on Wisdom (Perception) checks that rely on 
  sight.
  Actions
  Multiattack. The drow makes two short sword attacks.  
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage.
  Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 
  ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must 
  succeed on a DC 13 Constitution saving throw or be poisoned 
  for 1 hour. If the saving throw fails by 5 or more, the target is also 
  unconscious while poisoned in this way. The target wakes up if 
  it takes damage or if another creature takes an action to shake it 
  awake.
  Reactions
  Skirmisher. When an enemy the drow can see ends its turn within 
  5 feet of it, the drow can move up to half its speed. This movement 
  doesn’t provoke opportunity attacks.
   
  
  95
  Chapter 1. Bestiary
  Ettercap Foreststalker
  Medium monstrosity, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 104 (16d8 + 32)
  Speed 30 ft., climb 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         14 (+2)       18 (+4)      14 (+2)       9 (-1)        14 (+2)        8 (-1)
  Skills Perception +5, Stealth +10, Survival +8
  Saving Throws Str +5, Dex +7
  Senses darkvision 60 ft., passive Perception 15
  Languages -----
  Challenge 5 (1,800 XP)
  Spellcasting. The ettercap is a 9th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 13). It has the following ranger 
  spells prepared:
  1st level (4 slots): ensnaring strike, hunter's mark 
  2nd level (3 slots): beast sense, spike growth
  3rd level (2 slots): conjure animals (spiders only), nondetection 
  Spider Climb. The ettercap can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability check.
  Stealthy. On each of its turns, the ettercap can use a bonus action to 
  take the Hide action. 
  Web Sense. While in contact with a web, the ettercap knows the 
  exact location of any creature in contact with the same web.
  Woodland Strider. Moving through nonmagical difficult woodland 
  terrain doesn't cost the ettercap extra movement.
  Web Walker. The ettercap ignores movement restrictions caused by 
  webbing.
  Slay Foe (1/Turn). The ettercap deals an extra 13 (3d8) damage 
  with its weapon attack if it hits a creature that doesn't have all its hit 
  points.  
  Actions
  Multiattack. The ettercap makes two attacks: one with its bite and 
  one with its claws.  It also uses Web if it is available.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage plus 13 (3d8) poison damage.  The 
  target must succeed on a DC 13 Constitution saving throw or be 
  poisoned for 1 minute. The creature can repeat the saving throw at 
  the end of each of its turns, ending the effect on itself on a success. 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 9 (2d4 + 4) slashing damage.
  Web (Recharge 5-6). Ranged Weapon Attack: +7 to hit, range 30/60 
  ft., one Large or smaller creature. Hit: The creature is restrained by 
  webbing. As an action, the restrained creature can make a DC 13 
  Strength check, escaping from the webbing on a success. The effect 
  ends if the webbing is destroyed. The webbing has AC 10, 5 hit 
  points, resistance to bludgeoning damage, and immunity to poison 
  and psychic damage.
  Ettercaps
  Ettercap Spidermaster
  Large monstrosity, chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 117 (18d8 + 18)
  Speed 30 ft., climb 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         14 (+2)      15 (+2)       13 (+1)      10 (+0)     17 (+3)      13 (+1)
  Skills Perception +6, Stealth +5, Survival +6
  Saving Throws Int +3, Wis +6
  Senses darkvision 60 ft., passive Perception 16
  Languages -----
  Challenge 8 (1,800 XP)
  Spellcasting. The ettercap is a 9th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It 
  has the following druid spells prepared:
  Cantrips (at will): druidcraft, poison spray, thorn whip
  1st level (4 slots): charm person, entangle, healing word, jump 
  2nd level (3 slots): beast sense, moonbeam, spike growth
  3rd level (3 slots): conjure animals (spiders only), dispel magic
  4th level (3 slots): blight, confusion
  5th level (1 slot): insect plague
  Spider Climb. The ettercap can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability check.
  Summon Spiders (Recharges after a Short or Long Rest). As a 
  bonus action, the ettercap summons 3d4 giant wolf spiders or 1d6 
  giant spiders.  The spiders appear in unoccupied spaces within 30 
  feet of the ettercap and acts as an ally of the ettercap.  The spiders 
  act right after the ettercap on the same initiative count and fight 
  until they're destroyed. They disappear when the ettercap dies.
  Web Sense. While in contact with a web, the ettercap knows the 
  exact location of any creature in contact with the same web.
  Woodland Strider. Moving through nonmagical difficult terrain in a 
  woodland environment doesn't cost the ettercap extra movement.
  Web Walker. The ettercap ignores movement restrictions caused by 
  webbing.
  Actions
  Multiattack. The ettercap makes two attacks: one with its bite and 
  one with its claws.  It also uses Web if it is available.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) piercing damage plus 9 (2d8) poison damage.  The 
  target must succeed on a DC 13 Constitution saving throw or be 
  poisoned for 1 minute. The creature can repeat the saving throw at 
  the end of each of its turns, ending the effect on itself on a success. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (2d4 + 2) slashing damage.
  Web (Recharge 4-6). Ranged Weapon Attack: +5 to hit, range 30/60 
  ft., one Large or smaller creature. Hit: The creature is restrained by 
  webbing. As an action, the restrained creature can make a DC 13 
  Strength check, escaping from the webbing on a success. The effect 
  ends if the webbing is destroyed. The webbing has AC 10, 5 hit 
  points, resistance to bludgeoning damage, and immunity to poison 
  and psychic damage.
  Reactions
  Direct Spider Ally. When a creature the ettercap can see starts its 
  turn within 30 feet of the ettercap, the ettercap can target an allied 
  spider it can see within 30 feet of the creature.  The spider can use 
  its reaction to move up to its speed and make one melee weapon 
  attack at the creature.
  Foreststalker and Spidermaster
  Ettercap foreststalkers are cunning and patient hunters. They lay 
  web traps around their lairs and nearby animal trails and forest 
  paths and then wait in ambush for any unfortunate victim to pass.
    Spidermasters are ettercap druids who can summon and direct 
  spiders to do their bidding.
  
  96
  Chapter 1. Bestiary
  Ettins
  Ettin Bruiser
  Large giant, chaotic evil
  Armor Class 13 (natural armor) 
  Hit Points 143 (15d10 + 60)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         23 (+6)        8 (-1)         19 (+4)       6 (-2)       10 (+0)         8 (-1)
  Skills Perception +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Goblin 
  Challenge 6 (2,300 XP)
  Two Heads. The ettin has advantage on Wisdom (Perception) 
  checks and on saving throws against being blinded, charmed, 
  deafened, frightened, stunned, and knocked unconscious.
  Wakeful. When one of the ettin's heads is asleep, its other head is 
  awake.
  Actions
  Multiattack. The ettin makes two melee weapon attacks.
  Battleaxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 15 (2d8 + 6) slashing damage and the target gains disadvantage 
  on its next attack roll until the end of its next turn.
  Morningstar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 15 (2d8 + 6) piercing damage and the target gains disadvantage 
  on its next attack roll until the end of its next turn.
  Whirling Attack (Recharges 5-6). The ettin moves up to its walking 
  speed and targets each creature within 5 feet of it during its 
  movement. Each target must succeed on a DC 17 Dexterity saving 
  throw with disadvantage on the roll or take 24 (4d8 + 6) slashing 
  damage.  Until the start of its next turn, all attacks against the ettin 
  have advantage.
  Ettin Shaman
  Large giant, chaotic evil
  Armor Class 12 (natural armor) 
  Hit Points 171 (18d10 + 72)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         21 (+5)        8 (-1)         18 (+4)       6 (-2)       17 (+3)      10 (+0)
  Skills Perception +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Goblin 
  Challenge 9 (5,000 XP)
  Spellcasting. The ettin is a 9th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It 
  has the following cleric spells prepared:
  Cantrips (at will): druidcraft, poison spray, produce flame, thorn
    whip
  1st level (4 slots): entangle, healing word 
  2nd level (3 slots): heat metal, spike growth
  3rd level (3 slots): erupting earth, meld into stone, stinking cloud
  4th level (3 slots): charm monster, confusion, polymorph
  5th level (1 slot): contagion, cloudkill
  Two Heads. The ettin has advantage on Wisdom (Perception) 
  checks and on saving throws against being blinded, charmed, 
  deafened, frightened, stunned, and knocked unconscious.
  Two-Headed Battle Caster. The ettin can cast a spell in place 
  of one of its melee weapon attacks.  In addition, it can maintain 
  concentration on up to two spells. If the ettin casts a third spell that 
  requires concentration while already maintaining concentraion 
  on two other spells, one of the two previous spells ends (ettin's 
  choice).  If the ettin is required to make a Constitution saving throw 
  to maintain concentration, it must make a separate saving throw for 
  each spell.
  Wakeful. When one of the ettin's heads is asleep, its other head is 
  awake.
  Actions
  Multiattack. The ettin makes two melee weapon attacks, or it can 
  make one melee weapon attack and cast a spell.
  Battleaxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 + 5) slashing damage.
  Morningstar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 + 5) piercing damage.
  Bruiser
  These ettins love nothing else but to inflict pain on their foes.  
  When faced with multiple foes, it can charge and whirl around 
  wildly with its weapons, hoping to strike multiple targets.
  Shaman
  Ettin shamans are unique and quite dangerous spellcasters.  Due 
  to having two heads, it can maintain concentration on two spells 
  at a time.
  
  97
  Chapter 1. Bestiary
  Flameskulls
  Flameskull, Greater
  Tiny undead, chaotic evil
  Armor Class 14
  Hit Points 94 (17d4 + 51)
  Speed 0 ft., fly 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
          1 (-5)        17 (+3)      16 (+3)      18 (+4)     10 (+0)       11 (+0)
  Skills Arcana +8, Perception +4
  Damage Resistances lightning, necrotic, piercing 
  Damage Immunities cold, fire, poison
  Condition Immunities charmed, frightened, paralyzed, poisoned 
  Senses darkvision 60 ft., passive Perception 14
  Languages Common
  Challenge 11 (7,200)
  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  
  dispel magic or remove curse spell is cast on them. 
  Spellcasting. The flameskull is an 13th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 16, +8 to hit with 
  spell attacks). It has the following wizard spells prepared: 
  Cantrip (at will): mage hand 
  1st level (4 slots): burning hands, magic missile, shield
  2nd level (3 slots): blur, flaming sphere, ray of enfeeblement
  3rd level (3 slots) : animate dead, dispel magic, fear, fireball, 
  4th level (3 slots): blight, evard's black tentacles, wall of fire
  5th level (2 slots): cloudkill, telekinesis
  6th level (1 slot): disintegrate
  7th level (1 slot): delayed blast fireball
  Actions
  Multiattack. The flameskull uses Fire Ray twice. 
  Fire Ray. Ranged Spell Attack: +8 to hit, range 60 ft., one target. 
  Hit: 17 (5d6) fire damage.
  Flameskull, Eldritch
  Tiny undead, chaotic evil
  Armor Class 14
  Hit Points 83 (15d4 + 45)
  Speed 0 ft., fly 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
          1 (-5)        17 (+3)      16 (+3)      10 (+0)     10 (+0)       17 (+3)
  Skills Arcana +3, Perception +3
  Damage Resistances lightning, necrotic, piercing 
  Damage Immunities cold, fire, poison
  Condition Immunities charmed, frightened, paralyzed, poisoned 
  Senses darkvision 60 ft., passive Perception 13
  Languages Common
  Challenge 8 (3,900)
  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  
  dispel magic or remove curse spell is cast on them. 
  Spellcasting. The flameskull is an 11th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 14, +6 to hit with 
  spell attacks). It regains its expended spell slots when it finishes a 
  short or long rest. It knows the following warlock spells:
  Cantrips (at will): eldrtich blast, mage hand 
  1st level-5th level (3 5th-level slots): banishment, burning hands, 
    counterspell, fireball, flame strike, hold person, hellish rebuke,
    mirror image, ray of enfeeblement, scrying, wall of fire
  1/day: circle of death 
  Dark One's Own Luck (Recharges after a Short or Long Rest). 
  When the flameskull makes an ability check or saving throw, it can 
  add a dl0 to the roll. It can do this after the roll is made but before 
  any of the roll's effects occur.
  Actions
  Multiattack. The flameskull uses Fire Ray twice. 
  Fire Ray. Ranged Spell Attack: +6 to hit, range 30 ft., one target. 
  Hit: 14 (4d6) fire damage.
  Eldritch
  Sometimes, evil spellcasters unknowingly create a flameskull from 
  a dead warlock, mistaking it for a wizard.  Instead of green flames, 
  purplish flames erupt from the skull.  Otherwise, it functions as a 
  regular flameskull, except it uses warlock spells.    
  Greater Flameskull
  Powerful evil spellcasters, such as archmages and liches, can 
  fashion potent flameskulls from the corpses of high-level wizards.  
  These greater flameskulls make very formidable guardians.
  
  98
  Chapter 1. Bestiary
  Fomorian Berserker
  Huge giant, chaotic evil
  Armor Class 15 (unarmored defense) 
  Hit Points 200 (16d12 + 96)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         25 (+7)      10 (+0)       22 (+6)       9 (-1)        14 (+2)       6 (-2)
   
  Skills Perception +10, Stealth +4, Survival +6
  Senses darkvision 120 ft., passive Perception 19
  Languages Giant, Undercommon
  Challenge 10 (5,900 XP)
  Reckless. At the start of its turn, the fomorian can gain advantage 
  on all melee weapon attack rolls during that turn, but attack rolls 
  against it have advantage until the start of its next turn.
  Actions
  Multiattack. The fomorian attacks twice with its greatsword or 
  makes one greatsword attack and uses Evil Eye once.  It can use its 
  Cleaving Swing in place of one of its greatsword attacks
  Greatsword. Melee Weapon Attack: +11 to hit, reach 15 ft., one 
  target. Hit: 28 (6d6 + 7) slashing damage.
  Evil Eye. The fomorian magically forces a creature it can see within 
  60 feet of it to make a DC 15 Charisma saving throw. The creature 
  takes 27 (8d8) psychic damage on a failed save, or half as much 
  damage on a successful one.
  Cleaving Swing (Recharges 5-6). The fomorian swings its greataxe, 
  and every creature within 15 feet of it must succeed on a DC 19 
  Dexterity saving throw. On a failed saving throw, a creature takes 28 
  (6d6 + 7) slashing damage. On a successful save, the creature takes 
  half as much damage.
  Curse of the Evil Eye (Recharges after a Short or Long Rest). 
  With a stare, the fomorian uses Evil Eye, but on a failed save, the 
  creature is also cursed with magical deformities. While deformed, 
  the creature has its speed halved and has disadvantage on ability 
  checks, saving throws, and attacks based on Strength or Dexterity.
    The transformed creature can repeat the saving throw whenever it 
  finishes a long rest, ending the effect on a success.
  Fomorians
  Fomorian Shaman
  Huge giant, chaotic evil
  Armor Class 14 
  Hit Points 207 (18d12 + 90)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         23 (+6)      10 (+0)       20 (+5)     10 (+0)       18 (+4)        6 (-2)
   
  Skills Perception +12, Stealth +4, Survival +8
  Senses darkvision 120 ft., passive Perception 19
  Languages Giant, Undercommon
  Challenge 13 (10,000 XP)
  Spellcasting. The fomorian is an 11th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell 
  attacks). It has the following druid spells prepared:
  Cantrips (at will): druidcraft, poison spray, produce flame, thorn
    whip
  1st level (4 slots): charm person, entangle, healing word 
  2nd level (3 slots): beast sense, heat metal, spike growth, spider
    climb, web
  3rd level (3 slots): erupting earth, dispel magic, gaseous form, meld 
    into stone, stinking cloud
  4th level (3 slots): charm monster, confusion, greater invisibility, 
    polymorph
  5th level (2 slots): antilife shell, contagion, cloudkill, transmute rock
  6th level (1 slot): bones of the earth
  Painful Visions (Recharges after a Short or Long Rest). As a bonus 
  action, the fomorian targets each creature of its choice within 20 
  feet of it.  Each target must succeed on a DC 17 Wisdom saving 
  throw or take 18 (4d8) psychic damage and be stunned 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.
  Actions
  Multiattack. The fomorian attacks twice with its greatclub or makes 
  one greatclub attack and uses Evil Eye once.
  Shortsword. Melee Weapon Attack: +11 to hit, reach 15 ft., one 
  target. Hit: 16 (3d6 + 6) piercing damage.
  Evil Eye. The fomorian magically forces a creature it can see within 
  60 feet of it to make a DC 17 Charisma saving throw. The creature 
  takes 31 (9d8) psychic damage on a failed save, or half as much 
  damage on a successful one.
  Curse of the Evil Eye (Recharges after a Short or Long Rest). 
  With a stare, the fomorian uses Evil Eye, but on a failed save, the 
  creature is also cursed with magical deformities. While deformed, 
  the creature has its speed halved and has disadvantage on ability 
  checks, saving throws, and attacks based on Strength or Dexterity.
    The transformed creature can repeat the saving throw whenever it 
  finishes a long rest, ending the effect on a success.
  Berserker
  These brutish and hulking fomorians serve as the shock troops of 
  fomorian war parties.  They charge into enemy groups recklessly, 
  hacking wildly with their cleaving greatswords.  
  Shaman
  Fomorian shamans are coldhearted druids who harness the 
  natural energies of the earth.  In addition to their spells, they are 
  able to psychically extract the most painful memories of its foes 
  and have them experience them all at once again, putting them in 
  mental anguish.
  
  99
  Chapter 1. Bestiary
  Fungi
  Phantom Fungus
  Medium plant, unaligned
  Armor Class 12
  Hit Points 26 (4d8 + 8)
  Speed 20 ft.
  STR           DEX           CON           INT           WIS           CHA 
         14 (+2)       10 (+0)      14 (+2)       1 (-5)        10 (+0)        1 (-5)
  Skills Perception +2, Stealth + 4
  Condition Immunities blinded, deafened, frightened
  Senses blindsight 30 ft. (blind beyond this radius), passive
    Perception 12
  Languages -----
  Challenge 3 (700 XP)
  Invisibility. The phantom fungus is invisible until it dies.
  Actions
  Multiattack. The phantom fungus attacks three times: one with its 
  bite and two with its tendrils.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) poison damage.  
  Tendril. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. 
  Hit: 3 (1d4 + 1) piercing damage.  If the target is a creature, it must 
  succeed on a DC 12 Constitution saving throw or be poisoned 
  for 1 minute.  Until this poison ends, the creature is paralyzed.  A 
  creature can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.
  Phantom Fungus, Giant
  Large plant, unaligned
  Armor Class 13
  Hit Points 76 (8d10 + 32)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         18 (+4)       10 (+0)      18 (+4)       1 (-5)        12 (+1)        1 (-5)
  Skills Perception +4, Stealth + 6
  Condition Immunities blinded, deafened, frightened
  Senses blindsight 60 ft. (blind beyond this radius), passive
    Perception 12
  Languages -----
  Challenge 5 (1,800 XP)
  Invisibility. The phantom fungus is invisible until it dies.
  Actions
  Multiattack. The phantom fungus attacks five times: one with its 
  bite and four with its tendrils.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) piercing damage plus 9 (2d8) poison damage.  
  Tendril. Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. 
  Hit: 5 (1d6 + 2) piercing damage.  If the target is a creature, it must 
  succeed on a DC 15 Constitution saving throw or be poisoned 
  for 1 minute.  Until this poison ends, the creature is paralyzed.  A 
  creature can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.
  Phantom Fungus
  Sharing more characteristics with an animal than a 
  plant, the phantom fungus is an invisible predator that 
  stalks its prey until it can get close enough to attack it 
  with its deadly tendrils which drip with paralytic poison. 
    Giant Phantom Fungus.  A phantom fungus, if left 
  unchecked and with no natural predators, can grow to 
  up to 8 feet tall.  It can attack with four tendrils each 
  turn.
    
  
  100
  Chapter 1. Bestiary
  Zuggtmoy-Touched Shrieker
  Medium plant, unaligned
  Armor Class 5
  Hit Points 13 (3d8)
  Speed 0 ft.
  STR           DEX           CON           INT           WIS           CHA 
           1 (-5)          1 (-5)        10 (+0)       1 (-5)          3 (-4)         1 (-5)
  Condition Immunities blinded, deafened, frightened
  Senses blindsight 30 ft. (blind beyond this radius), passive
    Perception 6
  Languages -----
  Challenge 1 (200 XP)
  False Appearance. While the violet fungus remains motionless, it is 
  indistinguishable from an ordinary fungus.
  Actions
  Death Burst. The shrieker explodes when it drops to 0 hit points. 
  Each creature within 20 feet of it must succeed on a DC 15 
  Constitution saving throw or take 14 (4d6) poison damage and 
  become infected with a disease on a failed save. Creatures immune 
  to the poisoned condition are immune to this disease. 
    Spores invade an infected creature's system, killing the creature 
  in a number of hours equal to 1d12 + the creature's Constitution 
  score, unless the disease is removed. In half that time, the creature 
  becomes poisoned for the rest of the duration. After the creature 
  dies, it sprouts 2d4 Tiny gas spores that grow to full size in 7 days.
  Reactions
  Shriek. When bright light or a creature is within 30 feet of the 
  shrieker, it emits a shriek audible within 300 feet of it. The  shrieker 
  continues to shriek until the disturbance moves out of range and for 
  1d4 of the shrieker's turns afterward.
  Violet Fungus, Giant
  Large plant, unaligned
  Armor Class 7
  Hit Points 60 (8d10 + 16)
  Speed 10 ft.
  STR           DEX           CON           INT           WIS           CHA 
           7 (-2)          1 (-5)        14 (+2)       1 (-5)          3 (-4)         1 (-5)
  Condition Immunities blinded, deafened, frightened
  Senses blindsight 30 ft. (blind beyond this radius), passive
    Perception 6
  Languages -----
  Challenge 2 (450 XP)
  False Appearance. While the violet fungus remains motionless, it is 
  indistinguishable from an ordinary fungus.
  Actions
  Multiattack. The fungus makes four Rotting Touch attacks.
  Rotting Touch. Melee Weapon Attack: +4 to hit, reach 15 ft., one 
  creature. Hit: 9 (2d8) necrotic damage. If the target is Medium or 
  smaller, it is grappled (escape DC 8).  Until this grapple ends, the 
  violet fungus can automatically hit the target with its Rotting Touch 
  attacks, and the violet fungus can't use one of its Rotting Touch 
  attacks against other targets.
  Zuggtmoy-Touched Shrieker
  At first these appear to be normal shriekers, but these 
  fungi have been infected with Zuggtmoy's spores, 
  making them effective delivery packages of the Demon 
  Queen of Fungi's will.   The shrieker attracts the 
  attention of any creature that wanders into range of 
  its piercing screech, making itself a traget.  When 
  destroyed, it explodes and releases the deadly spores 
  onto its unwitting victims.
  Giant Violet Fungus
  Unlike their smaller versions, these larger species of 
  violet fungus can always attack with four of its tendrils.
  
  101
  Chapter 1. Bestiary
  Galeb Duhr, Greater
  Large elemental, neutral
  Armor Class 17 (natural armor)
  Hit Points 150 (12d10 + 84)
  Speed 20 ft. (40 ft. when rolling, 80 ft. rolling downhill)
  STR           DEX           CON           INT           WIS           CHA 
          24 (+7)      12 (+1)       24 (+7)     12 (+1)      13 (+1)      12 (+1)
  Damage Resistances bludgeoning, piercing, and slashing from 
    nonmagical weapons
  Damage Immunities poison
  Condition Immunities exhaustion, paralyzed, petrified, poisoned 
  Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11
  Languages Terran 
  Challenge 9 (5,000 XP)
  False Appearance. While the galeb duhr remains motionless, it is 
  indistinguishable from a normal boulder.
  Rolling Charge. If the galeb duhr rolls at least 20 feet straight 
  toward a target and then hits it with a slam attack on the same turn, 
  the target takes an extra 9 (2d8) bludgeoning damage. If the target is 
  a creature, it must succeed on a DC 19 Strength saving throw or be 
  knocked prone.
  Actions
  Multiattack. The galeb duhr makes two slam attacks.
  Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 16 (2d8 + 7) bludgeoning damage.
  Animate Boulders (1/Day). The galeb duhr magically animates 
  up to three boulders it can see within 60 feet of it. A boulder has 
  statistics like those of a normal galeb duhr, except it has Intelligence 
  1 and Charisma 1, it can't be charmed or frightened, and it lacks 
  this action option. A boulder remains animated as long as the galeb 
  duhr maintains concentration, up to l minute (as if concentrating on 
  a spell). 
  Galeb Duhr, Elder
  Huge elemental, neutral
  Armor Class 18 (natural armor)
  Hit Points 233 (15d12 + 135)
  Speed 25 ft. (50 ft. when rolling, 100 ft. rolling downhill)
  STR           DEX           CON           INT           WIS           CHA 
          28 (+9)      10 (+0)       28 (+9)     13 (+1)      14 (+2)      13 (+1)
  Damage Resistances bludgeoning, piercing, and slashing from 
    nonmagical weapons
  Damage Immunities poison
  Condition Immunities exhaustion, paralyzed, petrified, poisoned 
  Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12
  Languages Terran 
  Challenge 12 (8,400 XP)
  False Appearance. While the galeb duhr remains motionless, it is 
  indistinguishable from a normal boulder.
  Rolling Charge. If the galeb duhr rolls at least 20 feet straight 
  toward a target and then hits it with a slam attack on the same turn, 
  the target takes an extra 11 (2d10) bludgeoning damage. If the target 
  is a creature, it must succeed on a DC 21 Strength saving throw or 
  be knocked prone.
  Actions
  Multiattack. The galeb duhr makes two slam attacks.
  Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 
  Hit: 20 (2d10 + 9) bludgeoning damage.
  Animate Boulders (1/Day). The galeb duhr magically animates up to 
  four boulders it can see within 60 feet of it. A boulder has statistics 
  like those of a normal galeb duhr, except it has Intelligence 1 and 
  Charisma 1, it can't be charmed or frightened, and it lacks this 
  action option. A boulder remains animated as long as the galeb duhr 
  maintains concentration, up to l minute (as if concentrating on a 
  spell). 
  Galeb Duhr
  Presented here are two advanced species of galeb duhr, 
  the greater and the more powerful elder.
  
  102
  Chapter 1. Bestiary
  Margoyle
  Medium elemental, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 85 (10d8 + 40)
  Speed 30 ft., fly 60 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          17 (+3)      11 (+0)       18 (+4)       8 (-1)      13 (+1)         9 (-1)
  Damage Resistances bludgeoning, piercing, and slashing from 
    nonmagical weapons that aren't adamantine
  Damage Immunities poison
  Condition Immunities exhaustion, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 11
  Languages Terran 
  Challenge 4 (1,100 XP)
  Dive Attack.  If the margoyle is flying and dives at least 30 feet 
  straight toward a target and then hits it with a gore attack, the attack 
  deals an extra 7 (2d6) damage to the target.
  False Appearance. While the margoyle remains motionless, it is 
  indistinguishable from an inanimate statue.
  Actions
  Multiattack. The margoyle makes three attacks: one with its bite and 
  two with its claws.   It can replace its bite attack with a gore attack.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage.
  Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage.
  Gargoyle, Margoyle
  Margoyle, Greater
  Large elemental, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 114 (12d8 + 48)
  Speed 40 ft., fly 80 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          21 (+5)      11 (+0)       22 (+6)     10 (+0)      15 (+2)      10 (+0)
  Damage Resistances bludgeoning, piercing, and slashing from 
    nonmagical weapons that aren't adamantine
  Damage Immunities poison
  Condition Immunities exhaustion, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 12
  Languages Terran 
  Challenge 7 (2,900 XP)
  Dive Attack.  If the margoyle is flying and dives at least 30 feet 
  straight toward a target and then hits it with a gore attack, the 
  attack deals an extra 9 (2d8) damage to the target.  If the target is a 
  Medium or smaller creature, it must succeed on a DC 16 Strength 
  saving throw or be knocked prone.
  False Appearance. While the margoyle remains motionless, it is 
  indistinguishable from an inanimate statue.
  Actions
  Multiattack. The margoyle makes four attacks: one with its bite, two 
  with its claws, and one with its tail.   It can replace its bite attack 
  with a gore attack.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 10 (1d10 + 5) piercing damage.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 9 (1d8 + 5) slashing damage.
  Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 8 (1d6 + 5) piercing damage.
  Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 9 (1d8 + 5) piercing damage.
  A margoyle is an abhorrent species of gargoyle that is more savage 
  in combat than that of its normal kind. 
    Ambush Hunters. It waits until its unsuspecting victim 
  dismisses it as a normal gargoyle and turns its back to it. The 
  margoyle then launches itself up in the air and dives toward its 
  prey with its sharp horns forward.  If that isn't enough to kill its 
  prey, its rending claws and toothy maw will.  
    Greater Margoyle.  Worse than a margoyle is its larger cousin, 
  a greater margoyle.  It is able to knock its prey down with its dive 
  attack and is also able to strike with its spear-like tail.
  
  103
  Chapter 1. Bestiary
  Genies, Noble
  Dao Great Khan
  Huge elemental, neutral evil
  Armor Class 19 (natural armor)
  Hit Points 295 (19d12 + 171)
  Speed 40 ft., burrow 40 ft., fly 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         27 (+8)       12 (+1)      28 (+9)      14 (+2)     15 (+2)       16 (+3)
  Saving Throws Int +8, Wis +8, Cha +9
  Skills Athletics +14, Deception +9, Intimidation +9,
    Perception +8
  Condition Immunities petrified
  Senses darkvision 120 ft., passive Perception 18
  Languages Terran
  Challenge 20 (25,000 XP)
  Captivating Presence. Any creature that starts its turn within 
  30 feet of the dao must make a DC 17 Wisdom saving throw. On 
  a failed save, the creature becomes charmed by the dao for 1 
  minute or until the creature is farther than 30 feet away from it. 
  On a successful save, the creature becomes immune to the dao's 
  Captivating Presence for 24 hours.
  Grant Wish (3/year). The dao can grant a wish spell to a creature 
  that isn't a genie.  In order to work, the dao must be willing to grant 
  the wish.  Unless carefully and properly worded, the dao will pervert 
  the wish's intent into a literal but undesirable or partial fulfillment.  
  The dao can't grant a wish purposely to serve its own needs.
  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 17). The dao can innately cast the 
  following spells, without providing material components:
  At will: detect evil and good, detect magic, move earth, passwall, 
    stone shape, tongues
  3/day each: conjure elemental (earth elemental only), dispel magic, 
    gaseous form, invisibility, phantasmal killer, plane shift, 
    wall of stone
  1/day each: earthquake, flesh to stone
  Magic Resistance. The dao has advantage on saving throws against 
  spells and other magical effects.
  Surefooted. 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: +14 to hit, reach 10 ft., one target.
  Hit: 21 (3d8 + 8) bludgeoning damage.
  Maul. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
  Hit: 29 (6d6 + 8) bludgeoning damage.  If the target is a creature, 
  it must succeed on a DC 22 Strength saving throw or be knocked 
  prone.  If a target's saving throw fails by 5 or more, the creature is 
  also stunned until the end of its next turn.    
  Legendary Actions
  The dao can take three 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 dao regains spent 
  legendary actions at the start of its turn.
  Maul. The dao makes a maul attack.
  Cast a Spell (Costs 2 Actions). The dao casts a spell from its list of 
  innate spells, using a spell slot as normal.
  Hurl Boulders (Costs 2 Actions). The dao creates up to three 
  boulders and magically hurl them at targets within 120 feet.  The 
  dao makes a ranged spell attack (+10 to hit) for each boulder.  On a 
  hit, the target takes 18 (3d10 + 3) bludgeoning damage.  If the target 
  is a creature, it must succeed on a DC 17 Strength saving throw or 
  be knocked prone.
  Teleport (Costs 2 Actions). The dao magically teleports, along 
  with any equipment it is wearing or carrying, up to 60 feet to an 
  unoccupied space it can see.
  Presented here are some advanced versions of 
  the dao, djinni, efreeti, and marid.
  Dao Great Khan
  The Great Khan is the undisputed ruler of 
  the dao.  It lives in a massive gem-encrusted 
  stone palace within the Great Dismal Cave, a 
  region carved and built entirely from slave 
  labor.  As one of the true primary genies, it 
  can even grant a wish.  However, it loathes 
  to do so and almost never does it.
  
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  Chapter 1. Bestiary
  Dao Slave Overlord
  Large elemental, neutral evil
  Armor Class 18 (natural armor)
  Hit Points 243 (18d10 + 144)
  Speed 30 ft., burrow 30 ft., fly 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         25 (+7)       12 (+1)      26 (+8)      12 (+1)     13 (+1)       16 (+3)
  Saving Throws Int +6, Wis +6, Cha +8
  Condition Immunities petrified
  Senses darkvision 120 ft., passive Perception 11
  Languages Terran
  Challenge 13 (10,000 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 16). The dao can innately cast the 
  following spells, without providing material components:
  At will: detect evil and good, detect magic, move earth, passwall, 
    stone shape, tongues
  2/day each: conjure elemental (earth elemental only), dispel magic, 
    gaseous form, invisibility, phantasmal killer, plane shift, 
    wall of stone
  1/day: flesh to stone
  Surefooted. 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: +12 to hit, reach 5 ft., one target.
  Hit: 16 (2d8 + 7) bludgeoning damage.
  Maul. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
  Hit: 21 (4d6 + 7) bludgeoning damage.  If the target is a creature, 
  it must succeed on a DC 20 Strength saving throw or be knocked 
  prone.  If a target's saving throw fails by 5 or more, the creature is 
  also stunned until the end of its next turn.  
  Ruthless Command (Recharges after a Short or Long Rest). For 
  1 minute, the dao can issue a telepathic command whenever a 
  nonhostile creature that it can see within 30 feet of it makes an 
  attack roll. The creature takes 1d8 psychic damage and can add a 
  d10 to its roll provided it can understand the dao. A creature can 
  benefit from only one ruthless command die at a time. This effect 
  ends if the dao is incapacitated.
  Dao Slave Overlord
  The slave overlord is a cruel and merciless tyrant in charge of 
  managing the khan's slave encampments throughout the Great 
  Dismal Cave.  
  
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  Djinni Grand Caliph
  Huge elemental, chaotic good
  Armor Class 18 (natural armor)
  Hit Points 261 (18d12 + 144)
  Speed 40 ft., fly 90 ft.
  STR           DEX           CON           INT           WIS           CHA 
         25 (+7)       15 (+2)      26 (+8)      17 (+3)     18 (+4)       22 (+6)
  Saving Throws Dex +8, Wis +10, Cha +12
  Skills Deception +12, Insight +10, Perception +10, Persuasion +12
  Damage Immunities lightning, thunder
  Senses darkvision 120 ft., passive Perception 20
  Languages Auran
  Challenge 20 (25,000 XP)
  Captivating Presence. Any creature that starts its turn within 30 
  feet of the djinni must make a DC 20 Wisdom saving throw. On 
  a failed save, the creature becomes charmed by the djinni for 1 
  minute or until the creature is farther than 30 feet away from it. 
  On a successful save, the creature becomes immune to the djinni's 
  Captivating Presence for 24 hours.
  Grant Wish (3/year). The djinni can grant a wish spell to a creature 
  that isn't a genie.  In order to work, the djinni must be willing to 
  grant the wish.  Unless carefully and properly worded, and if the 
  djinni has good reason to, the djinni will pervert the wish's intent 
  into a literal but undesirable or partial fulfillment.  The djinni can't 
  grant a wish purposely to serve its own needs.
  Elemental Demise. If the djinni dies, its body disintegrates into 
  crystalline powder, leaving behind only equipment the djinni was 
  wearing or carrying. 
  Innate Spellcasting. The djinni's innate spellcasting ability is 
  Charisma (spell save DC 20). The djinni can innately cast the 
  following spells, without providing material components:
  At will: create food and water (can create wine instead of water), 
    detect evil and good, detect magic, thunderwave, tongues, 
    wind walk
  3/day each: conjure elemental (air elemental only), creation, dispel 
    magic, gaseous form, invisibility, major image, plane shift
  1/day each: chain lightning, storm of vengeance
  Magic Resistance. The djinni has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The djinni makes three scimitar attacks.
  Scimitar. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
  Hit: 17 (3d6 + 7) slashing damage plus 7 (2d6) lightning or thunder 
  damage (djinni's choice) and the target can't take reactions until the 
  end of the djinni's next turn.
  Create Whirlwind. A 10-foot-radius, 60-foot-tall cylinder of swirling 
  air magically forms on a point the djinni can see within 120 feet of 
  it. The whirlwind lasts as long as the djinni maintains concentration 
  (as if concentrating on a spell). Any creature but the djinni that 
  enters the whirlwind must succeed on a DC 22 Strength saving 
  throw or be restrained by it. The djinni can move the whirlwind up 
  to 60 feet as an action, and creatures restrained by the whirlwind 
  move with it. The whirlwind ends if the djinni loses sight of it.
    A creature can use its action to free a creature restrained by the 
  whirlwind, including itself, by succeeding on a DC 22 Strength 
  check. If the check succeeds, the creature is no longer restrained 
  and moves to the nearest space outside the whirlwind.    
  Legendary Actions
  The djinni can take three 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 djinni 
  regains spent legendary actions at the start of its turn.
  Scimitar. The djinni makes a scimitar attack.
  Cast a Spell (Costs 2 Actions). The djinni casts a spell from its list 
  of innate spells, using a spell slot as normal.
  Teleport (Costs 2 Actions). The djinni magically teleports, along 
  with any equipment it is wearing or carrying, up to 60 feet to an 
  unoccupied space it can see.
  Tornado Form (Costs 3 Actions). The djinni magically transforms 
  into a violent, twisting tornado and moves up to half its flying 
  speed in a straight line and targets each creature its space it enters 
  without provoking opportunity attacks.  Each target must succeed 
  on a DC 22 Strength saving throw. On a failure, a target takes 18 
  (4d8) bludgeoning damage, 9 (2d8) lightning damage, and 9 (2d8) 
  thunder damage and is flung up 30 feet away from the djinni in a 
  random direction and knocked prone. If a thrown target strikes an 
  object, such as a wall or floor, the target takes 3 (1d6) bludgeoning 
  damage for every 10 feet it was thrown. If the target is thrown at 
  another creature, that creature must succeed on a DC 22 Dexterity 
  saving throw or take the same damage and be knocked prone. If the 
  saving throw is successful, the target takes half the damage and isn't 
  flung away or knocked prone.  The djinni reverts to its true form at 
  the start of the next turn.
  Djinni Grand Caliph
  The Grand Caliph rules over all djinn from his palace in the djinni 
  capital known as the Citadel of Ice and Steel in the Elemental 
  Plane of Air.  The Grand Caliph's word is law, and to disobey his 
  order can be punishable by death.  
    As a true primary genie, he is able to grant a wish, and he does so 
  to those he deems deserving.
  
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  Chapter 1. Bestiary
  Djinni Wind Warden
  Large elemental, chaotic good
  Armor Class 17 (natural armor)
  Hit Points 213 (17d10 + 119)
  Speed 30 ft., fly 90 ft.
  STR           DEX           CON           INT           WIS           CHA 
         23 (+6)       15 (+2)      24 (+7)      15 (+2)     18 (+4)       20 (+5)
  Saving Throws Dex +7, Wis +9, Cha +10
  Damage Immunities lightning, thunder
  Senses darkvision 120 ft., passive Perception 14
  Languages Auran
  Challenge 13 (10,000 XP)
  Elemental Demise. If the djinni dies, its body disintegrates into 
  crystalline powder, leaving behind only equipment the djinni was 
  wearing or carrying. 
  Innate Spellcasting. The djinni's innate spellcasting ability is 
  Charisma (spell save DC 18). The djinni can innately cast the 
  following spells, without providing material components:
  At will: create food and water (can create wine instead of water), 
    detect evil and good, detect magic, thunderwave, tongues, 
    wind walk
  2/day each: conjure elemental (air elemental only), creation, 
    dispel magic, gaseous form, invisibility, major image, plane shift
  1/day each: chain lightning
  Actions
  Multiattack. The djinni makes three scimitar attacks.  The djinni 
  can replace one of those attacks with Spirit Away.
  Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
  Hit: 13 (2d6 + 6) slashing damage plus 3 (1d6) lightning or thunder 
  damage (djinni's choice).
  Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of swirling 
  air magically forms on a point the djinni can see within 120 feet of 
  it. The whirlwind lasts as long as the djinni maintains concentration 
  (as if concentrating on a spell). Any creature but the djinni that 
  enters the whirlwind must succeed on a DC 20 Strength saving 
  throw or be restrained by it. The djinni can move the whirlwind up 
  to 60 feet as an action, and creatures restrained by the whirlwind 
  move with it. The whirlwind ends if the djinni loses sight of it.
    A creature can use its action to free a creature restrained by the 
  whirlwind, including itself, by succeeding on a DC 20 Strength 
  check. If the check succeeds, the creature is no longer restrained 
  and moves to the nearest space outside the whirlwind.    
  Spirit Away. The djinni targets a nonhostile creature within 60 feet 
  of it.  Until the end of the turn, the target gains a flying speed of 40 
  feet and can use its reaction to move up to its flying speed without 
  provoking opportunity attacks.
  Reactions
  Intercept Attack. In response to another creature within 5 feet of it 
  being hit by an attack roll, the djinni gives that creature a +5 bonus 
  to its AC against that attack, potentially causing a miss. To use this 
  ability, the djinni must be able to see the creature and the attacker.
  Djinni Wind Warden
  Wind wardens are guardians and protectors of the djinni and their 
  holdings.  They are often found in temples and in the Citadel of 
  Ice Steel where they serve as personal bodyguards of the Great 
  Caliph.  Sometimes, they are sent on missions to the Material 
  Plane to retrieve an item or to exact justice, which may lead them 
  to ask help from, or bring them into conflict, with adventurers.
  Efreeti Sultan
  All efreet are led by the powerful and terrifying Sultan, who 
  seldom leaves from his ruby and diamond palace in the City of 
  Brass in the Elemental Plane of Fire.  He spends most of his time 
  scheming and planning with the noble efreeti on how to conquer 
  and expand the sultanate.  
    As a true primary genie, he is able to bestow wishes.  He almost 
  never does though.
  
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  Chapter 1. Bestiary
  Efreeti Sultan
  Huge elemental, lawful evil
  Armor Class 18 (natural armor)
  Hit Points 310 (20d12 + 180)
  Speed 50 ft., fly 60 ft.
  STR           DEX           CON           INT           WIS           CHA 
         26 (+8)       12 (+1)      28 (+9)      18 (+4)     17 (+3)       18 (+4)
  Saving Throws Int +10, Wis +9, Cha +10
  Skills Arcana +10, Deception +10, Intimidation +10, Perception +9
  Damage Immunities fire
  Senses darkvision 120 ft., passive Perception 20
  Languages Ignan
  Challenge 20 (25,000 XP)
  Captivating Presence. Any creature that starts its turn within 30 
  feet of the efreeti must make a DC 18 Wisdom saving throw. On 
  a failed save, the creature becomes charmed by the efreeti for 1 
  minute or until the creature is farther than 30 feet away from it. On 
  a successful save, the creature becomes immune to the efreeti's 
  Captivating Presence for 24 hours.
  Grant Wish (3/year). The efreeti can grant a wish spell to a creature 
  that isn't a genie.  In order to work, the efreeti must be willing to 
  grant the wish.  Unless carefully and properly worded, the efreeti 
  will pervert the wish's intent into a literal but undesirable or partial 
  fulfillment. The efreeti can't grant a wish purposely to serve its own 
  needs.
  Elemental Demise. If the efreeti dies, its body disintegrates into 
  crystalline powder, leaving behind only equipment the efreeti was 
  wearing or carrying. 
  Innate Spellcasting. The efreeti's innate spellcasting ability is 
  Charisma (spell save DC 18). The efreeti can innately cast the 
  following spells, without providing material components:
  At will: detect magic, enlarge/reduce, tongues
  3/day each: conjure elemental (fire elemental only), dispel magic, 
    gaseous form, invisibility, major image, plane shift, wall of fire
  1/day each: fire storm, incendiary cloud
  Magic Resistance. The efreeti has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The efreeti makes two scimitar attacks or uses its Hurl 
  Flame twice.
  Scimitar. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
  Hit: 18 (3d6 + 8) slashing damage plus 10 (3d6) fire damage.
  Hurl Flame. Ranged Spell Attack: +15 to hit, range 120 ft., one 
  target. Hit: 21 (6d6) fire damage.    
  Hellfire Gaze (Recharge 6). The efreeti's eyes projects intense fiery 
  energy in a 60-foot line that is 5 feet wide. Each creature in that line 
  must make a DC 18 Dexterity saving throw, taking 30 (4d6 + 16) 
  fire damage on a failed save, or half as much on a successful one. 
  If this damage reduces the target to 0 hit points, it is disintegrated. 
  A disintegrated creature and everything it is wearing and carrying, 
  except magic items, are reduced to a pile of fine ash and slag. The 
  creature can be restored to life only by means of a true resurrection 
  or a wish spell.
  Legendary Actions
  The efreeti can take three 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 efreeti 
  regains spent legendary actions at the start of its turn.
  Scimitar. The efreeti makes a scimitar attack.
  Cast a Spell (Costs 2 Actions). The efreeti casts a spell from its list 
  of innate spells, using a spell slot as normal.
  Teleport (Costs 2 Actions). The efreeti magically teleports, along 
  with any equipment it is wearing or carrying, up to 60 feet to an 
  unoccupied space it can see.
  Conflagrate (Costs 3 Actions). The efreeti targets up to three 
  creatures it can see within 30 feet of it.  Each target that is not 
  immune to fire must succeed on a DC 18 Wisdom saving throw.  
  On a failed save, a creature becomes frightened, takes 14 (4d6) fire 
  damage, and catches fire, taking 10 (3d6) fire damage at the end 
  of each of its turns.  The creature remains frightened until the fire 
  is extinguished.  An affected creature or another creature within 5 
  feet of it can take an action to extinguish the fire.  On a successful 
  save, the creature is not frightened, takes half as much damage and 
  doesn't catch fire.  
  
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  Chapter 1. Bestiary
  Efreeti Cinderlord
  Large elemental, lawful evil
  Armor Class 17 (natural armor)
  Hit Points 257 (19d10 + 152)
  Speed 40 ft., fly 60 ft.
  STR           DEX           CON           INT           WIS           CHA 
         24 (+7)       12 (+1)      26 (+8)      16 (+3)     16 (+3)       16 (+3)
  Saving Throws Int +8, Wis +8, Cha +8
  Damage Immunities fire
  Senses darkvision 120 ft., passive Perception 13
  Languages Ignan
  Challenge 13 (10,000 XP)
  Elemental Demise. If the efreeti dies, its body disintegrates into 
  crystalline powder, leaving behind only equipment the efreeti was 
  wearing or carrying. 
  Innate Spellcasting. The efreeti's innate spellcasting ability is 
  Charisma (spell save DC 16). The efreeti can innately cast the 
  following spells, without providing material components:
  At will: detect magic, enlarge/reduce, tongues
  2/day each: conjure elemental (fire elemental only), dispel magic, 
    gaseous form, invisibility, major image, plane shift, wall of fire
  1/day: fire storm
  Actions
  Multiattack. The efreeti makes two scimitar attacks or uses its Hurl 
  Flame twice.
  Scimitar. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
  Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) fire damage and if 
  the target is not immune to fire, it gains vulnerability to fire damage 
  until the end of the efreeti's next turn.
  Hurl Flame. Ranged Spell Attack: +12 to hit, range 120 ft., one 
  target. Hit: 17 (5d6) fire damage.    
  Arcing Fireblade (Recharge 5-6). The efreeti swings its scimitar in 
  a full arc, and every creature within 10 feet of it must succeed on a 
  DC 20 Dexterity saving throw. On a failed saving throw, a creature 
  takes 14 (2d6 + 7) slashing damage plus 7 (2d6) fire damage and if 
  the target is not immune to fire, it gains vulnerability to fire damage 
  until the end of the efreeti's next turn. On a successful save, the 
  creature takes half as much damage and doesn't gain vulnerability to 
  fire damage.
  Reactions
  Fiery Shield. The efreeti adds 5 to its AC against one melee attack 
  that would hit it. To do so, the efreeti must see the attacker and be 
  wielding a melee weapon. If the attack misses as a result of this, the 
  attacker takes 7 (2d6) fire damage.
  Marid Tidesinger
  Large elemental, chaotic neutral
  Armor Class 18 (natural armor)
  Hit Points 270 (20d10 + 160)
  Speed 30 ft., fly 60 ft., swim 90 ft.
  STR           DEX           CON           INT           WIS           CHA 
         24 (+7)       12 (+1)     28 (+8)      18 (+4)      18 (+4)      18 (+4)
  Saving Throws Dex +6, Wis +9, Cha +9
  Damage Resistances acid, cold, lightning
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13
  Languages Aquan
  Challenge 13 (10,000 XP)
  Elemental Demise. If the marid dies, its body disintegrates into 
  crystalline powder, leaving behind only equipment the marid was 
  wearing or carrying. 
  Innate Spellcasting. The marid's innate spellcasting ability is 
  Charisma (spell save DC 17). The marid can innately cast the 
  following spells, without providing material components:
  At will: create food and water,  detect evil and good, detect magic, 
    fog cloud, purify food and drink, tongues, water breathing, water
   walk
  2/day each: conjure elemental (water elemental only), control water, 
    dispel magic, gaseous form, invisibility, plane shift
  1/day each: wall of ice
  Actions
  Multiattack. The marid makes two trident attacks.
  Trident. Melee Weapon Attack: +12 to hit, reach 10 ft. or range 
  20/60 ft., one target.  Hit: 14 (2d6 + 7) piercing damage, or 16 (2d8 + 
  7) piercing damage if used with two hands to make a melee attack.
  Water Jet. The marid magically shoots water in a 60-foot line that is 
  5 feet wide. Each creature in that line must make a DC 17 Dexterity 
  saving throw. On a failure, a target takes 21 (6d6) bludgeoning 
  damage and, if it is Huge or smaller, is pushed up to 20 feet away 
  from the marid and knocked prone. On a success, a target takes half 
  the bludgeoning damage, but is neither pushed nor knocked prone.    
  Water Spouts (Recharge 5-6). The marid targets up to four 
  creatures it can see within 30 feet of it and magically creates  
  powerful water spouts beneath them.  Each target must succeed on 
  a DC 17 Dexterity saving throw.  On a failed save, a creature takes 
  21 (6d6) bludgeoning damage, and if it is Large or smaller, is flung 
  upward up to 30 feet.  If a thrown target strikes an object, such as a 
  wall or floor, the target takes 3 (1d6) bludgeoning damage for every 
  10 feet it was thrown.  At the end of the turn, the water spouts end 
  and the affected creatures fall back down (taking falling damage) 
  and are knocked prone.  On a successful save, the creature takes 
  half as much damage and is not flung upward.
  
  109
  Chapter 1. Bestiary
  Marid Padisha
  Huge elemental, chaotic neutral
  Armor Class 18 (natural armor)
  Hit Points 347 (21d12 + 210)
  Speed 40 ft., fly 60 ft., swim 90 ft.
  STR           DEX           CON           INT           WIS           CHA 
         26 (+8)       12 (+1)     30 (+10)    20 (+5)      19 (+4)      20 (+5)
  Saving Throws Dex +7, Wis +10, Cha +11
  Skills Deception +11, Perception +10, Performance +11, 
    Persuasion +11
  Damage Resistances acid, cold, lightning
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 21
  Languages Aquan
  Challenge 20 (25,000 XP)
  Captivating Presence. Any creature that starts its turn within 30 
  feet of the marid must make a DC 20 Wisdom saving throw. On 
  a failed save, the creature becomes charmed by the marid for 1 
  minute or until the creature is farther than 30 feet away from it. 
  On a successful save, the creature becomes immune to the marid's 
  Captivating Presence for 24 hours.
  Grant Wish (3/year). The marid can grant a wish spell to a creature 
  that isn't a genie.  In order to work, the marid must be willing to 
  grant the wish.  Unless carefully and properly worded, the marid 
  will pervert the wish's intent into a literal but undesirable or partial 
  fulfillment. The marid can't grant a wish purposely to serve its own 
  needs.
  Elemental Demise. If the marid dies, its body disintegrates into 
  crystalline powder, leaving behind only equipment the marid was 
  wearing or carrying. 
  Innate Spellcasting. The marid's innate spellcasting ability is 
  Charisma (spell save DC 19). The marid can innately cast the 
  following spells, without providing material components:
  At will: create food and water,  detect evil and good, detect magic, 
    fog cloud, purify food and drink, tongues, water breathing, water
   walk
  3/day each: conjure elemental (water elemental only), control water, 
    dispel magic, gaseous form, invisibility, plane shift
  1/day each: tsunami, wall of ice
  Magic Resistance. The marid has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The marid makes two trident attacks.
  Trident. Melee Weapon Attack: +15 to hit, reach 10 ft. or range 
  20/60 ft., one target.  Hit: 18 (3d6 + 8) piercing damage, or 21 (3d8 
  + 8) piercing damage if used with two hands to make a melee attack.
  Water Jet. The marid magically shoots water in a 120-foot line 
  that is 10 feet wide. Each creature in that line must make a DC 
  19 Dexterity saving throw. On a failure, a target takes 28 (8d6) 
  bludgeoning damage and, if it is Huge or smaller, is pushed up to 
  30 feet away from the marid and knocked prone. On a success, a 
  target takes half the bludgeoning damage, but is neither pushed nor 
  knocked prone.    
  Legendary Actions
  The marid can take three 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 marid 
  regains spent legendary actions at the start of its turn.
  Trident. The marid makes a trident attack.
  Cast a Spell (Costs 2 Actions). The marid casts a spell from its list 
  of innate spells, using a spell slot as normal.
  Teleport (Costs 2 Actions). The marid magically teleports, along 
  with any equipment it is wearing or carrying, up to 60 feet to an 
  unoccupied space it can see.
  Surging Waves (Costs 2 Actions). The marid magically unleashes 
  a violent wave of water that gushes forth from it in all directions. 
  Each creature within 15 feet of the marid must succeed on a DC 
  19 Strength saving throw, taking 28 (8d6) bludgeoning damage 
  and if the target is Huge or smaller, is pushed 15 feet and knocked 
  prone on a failed save, or half as much damage and isn't pushed and 
  knocked prone on a successful one.
  Efreeti Cinderlord
  The cinderlords are the efreet's elite warriors and often serve 
  as commanders of the efreet during times of war.  Their potent 
  flaming blades can make creatures it hits become even more 
  vulnerable to fire.
  Marid Tidesinger
  The most accomplished spellcasters of the marid, the tidesingers 
  can summon powerful waterspouts underneath its foes to launch 
  them in the air. 
  Marid Padisha
  Found in the heart of the marid seat of power known as the 
  Citadel of Ten Thousand Pearls in the elemental Plane of Water is 
  the Great Padisha of the Marid.
    He can grant wishes if he likes, but only if he thinks he can twist 
  the wish's intent.
    
  
  110
  Chapter 1. Bestiary
  Ghost Knight
  Medium undead, any alignment
  Armor Class 11
  Hit Points 66 (12d8+12)
  Speed 0 ft., fly 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
           7 (-2)        13 (+1)       12 (+1)     10 (+0)      12 (+1)      17 (+3)
  Damage Resistances acid, fire, lightning, thunder; bludgeoning,
    piercing, and slashing from nonmagical weapons
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion, frightened,
    grappled, paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 11
  Languages any languages it knew in life 
  Challenge 5 (1,800 XP)
  Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane 
  when it is on the Material Plane, and vice versa.  
  Incorporeal Movement. The ghost can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if she ends her turn inside an object.
  Actions
  Multiattack. The ghost makes two withering blade attacks.
  Withering Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit:  7 (2d6) slashing damage plus 17 (4d6 + 3) necrotic 
  damage. 
  Etherealness. The ghost enters the Ethereal Plane from the 
  Material Plane, or vice versa. It is visible on the Material Plane while 
  it is in the Border Ethereal, and vice versa, yet it can't affect or be 
  affected by anything on the other plane.
  Horrifying Visage. Each non-undead creature within 60 feet of the 
  ghost that can see it must succeed on a DC 14 Wisdom saving throw 
  or be frightened for 1 minute. If the save fails by 5 or more, the target 
  also ages 1d4 x 10 years. A frightened target can repeat the saving 
  throw at the end of each of its turns, ending the frightened condition 
  on itself on a success. If a target's saving throw is successful or the 
  effect ends for it, the target is immune to this ghost's Horrifying 
  Visage for the next 24 hours. The aging effect can be reversed with a 
  greater restoration spell, but only within 24 hours of it occurring. 
  Possession. One humanoid that the ghost can see within 5 feet of it 
  must succeed on a DC 14 Charisma saving throw or be possessed by 
  the ghost; the ghost then disappears, and the target is incapacitated 
  and loses control of its body. The ghost now controls the body but 
  doesn't deprive the target of awareness. The ghost can't be targeted 
  by any attack, spell, or other effect, except ones that turn undead, 
  and it retains its alignment, Intelligence, Wisdom, Charisma, and 
  immunity to being charmed and frightened. It otherwise uses the 
  possessed target's statistics, but doesn't gain access to the target's 
  knowledge, class features, or proficiencies. 
    The possession lasts until the body drops to 0 hit points, the ghost 
  ends it as a bonus action, or the ghost is turned or forced out by an 
  effect like the dispel evil and good spell. When the possession ends, 
  the ghost reappears in an unoccupied space within 5 feet of the body. 
  The target is immune to this ghost's Possession for 24 hours after 
  succeeding on the saving throw or after the possession ends.
  Reactions
  Parry. The ghost 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. 
  Ghosts
  Presented here are examples of ghost characters: the ghost 
  knight, ghost necromancer, and ghost warlock.  
  Ghost Knight
  When a knight has fallen before it was able to fulfill its life 
  long quest or was cursed after performing an evil deed, it may 
  rise as a ghost.  Unfortunately, these poor souls often either 
  become insane or lose memories of their past life after they 
  transition to undeath.
    
  
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  Ghost Necromancer
  Medium undead, any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 49 (11d8)
  Speed 0 ft., fly 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
           7 (-2)        14 (+2)       11 (+0)     17 (+3)      12 (+1)      17 (+3)
  Damage Resistances acid, fire, lightning, thunder; bludgeoning,
    piercing, and slashing from nonmagical weapons
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion, frightened,
    grappled, paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 11
  Languages any languages it knew in life 
  Challenge 6 (2,300 XP)
  Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane 
  when it is on the Material Plane, and vice versa.  
  Incorporeal Movement. The ghost can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if she ends her turn inside an object.
  Spellcasting. The ghost is a 9th-level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 16, +6 to hit with spell attacks). 
  It has the following wizard spells prepared:
  Cantrips (at will): dancing lights, mage hand, mending, ray of frost
  1st level (4 slots): false life,* mage armor, ray of sickness* 
  2nd level (3 slots): blindness/deafness,* ray of enfeeblement,* web
  3rd level (3 slots): animate dead,* bestow curse,* vampiric touch*
  4th level (3 slots): blight,* evard's black tentacles, ice storm, 
  5th level (2 slots): cone of cold 
  Actions
  Withering Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit:  17 (4d6 + 3) necrotic damage. 
  Etherealness. The ghost enters the Ethereal Plane from the 
  Material Plane, or vice versa. It is visible on the Material Plane while 
  it is in the Border Ethereal, and vice versa, yet it can't affect or be 
  affected by anything on the other plane.
  Horrifying Visage. Each non-undead creature within 60 feet of the 
  ghost that can see it must succeed on a DC 14 Wisdom saving throw 
  or be frightened for 1 minute. If the save fails by 5 or more, the target 
  also ages 1d4 x 10 years. A frightened target can repeat the saving 
  throw at the end of each of its turns, ending the frightened condition 
  on itself on a success. If a target's saving throw is successful or the 
  effect ends for it, the target is immune to this ghost's Horrifying 
  Visage for the next 24 hours. The aging effect can be reversed with a 
  greater restoration spell, but only within 24 hours of it occurring. 
  Possession. One humanoid that the ghost can see within 5 feet of it 
  must succeed on a DC 14 Charisma saving throw or be possessed by 
  the ghost; the ghost then disappears, and the target is incapacitated 
  and loses control of its body. The ghost now controls the body but 
  doesn't deprive the target of awareness. The ghost can't be targeted 
  by any attack, spell, or other effect, except ones that turn undead, 
  and it retains its alignment, Intelligence, Wisdom, Charisma, and 
  immunity to being charmed and frightened. It otherwise uses the 
  possessed target's statistics, but doesn't gain access to the target's 
  knowledge, class features, or proficiencies. 
    The possession lasts until the body drops to 0 hit points, the ghost 
  ends it as a bonus action, or the ghost is turned or forced out by an 
  effect like the dispel evil and good spell. When the possession ends, 
  the ghost reappears in an unoccupied space within 5 feet of the body. 
  The target is immune to this ghost's Possession for 24 hours after 
  succeeding on the saving throw or after the possession ends.
  Ghost Casters
  When an ambitious necromancer or warlock dies after attempting 
  the ritual of lichdom, it may sometimes rise as a ghost, driven by 
  hate and anger.  It becomes insane and will blame everything else 
  but itself for its failure. 
    
  
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  Chapter 1. Bestiary
  Ghost Warlock
  Medium undead, any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 110 (17d8+34)
  Speed 0 ft., fly 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
           7 (-2)        14 (+2)       15 (+2)     12 (+1)      12 (+1)      18 (+4)
  Damage Resistances acid, fire, lightning, thunder; bludgeoning,
    piercing, and slashing from nonmagical weapons
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion, frightened,
    grappled, paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 11
  Languages any languages it knew in life 
  Challenge 8 (3,900 XP)
  Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane 
  when it is on the Material Plane, and vice versa.  
  Incorporeal Movement. The ghost can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if she ends her turn inside an object.
  Innate Spellcasting. The ghost's innate spellcasting ability is 
  Charisma (spell save DC 15). The ghost can innately cast the 
  following spells, without providing material components:
  At will: detect magic, mage armor (self only)  
  Spellcasting. The ghost is an 15th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It 
  regains its expended spell slots when it finishes a short or long rest. 
  It knows the following warlock spells:
  Cantrips (at will): eldritch blast, guidance, mage hand, minor illusion,  
  prestidigitation, shocking grasp 
  1st level-5th level (4 5th-level slots): armor of Agathys, arms of
    Hadar, crown of madness, clairvoyance, contact other plane,
    detect thoughts, dimension door, dissonant whispers, dominate
    beast, telekinesis, vampiric touch
  1/day each: circle of death, feeblemind, finger of death 
  Whispering Aura. At the start of each of the ghost's turns, each 
  creature of its choice within 5 feet of it must succeed on a DC 15 
  Wisdom saving throw or take 14 (4d6) psychic damage, provided 
  that the ghost isn't incapacitated.
  Actions
  Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit:  18 (4d6 + 4) necrotic damage. 
  Etherealness. The ghost enters the Ethereal Plane from the 
  Material Plane, or vice versa. It is visible on the Material Plane while 
  it is in the Border Ethereal, and vice versa, yet it can't affect or be 
  affected by anything on the other plane.
  Horrifying Visage. Each non-undead creature within 60 feet of the 
  ghost that can see it must succeed on a DC 15 Wisdom saving throw 
  or be frightened for 1 minute. If the save fails by 5 or more, the target 
  also ages 1d4 x 10 years. A frightened target can repeat the saving 
  throw at the end of each of its turns, ending the frightened condition 
  on itself on a success. If a target's saving throw is successful or the 
  effect ends for it, the target is immune to this ghost's Horrifying 
  Visage for the next 24 hours. The aging effect can be reversed with a 
  greater restoration spell, but only within 24 hours of it occurring. 
  Possession. One humanoid that the ghost can see within 5 feet of it 
  must succeed on a DC 15 Charisma saving throw or be possessed by 
  the ghost; the ghost then disappears, and the target is incapacitated 
  and loses control of its body. The ghost now controls the body but 
  doesn't deprive the target of awareness. The ghost can't be targeted 
  by any attack, spell, or other effect, except ones that turn undead, 
  and it retains its alignment, Intelligence, Wisdom, Charisma, and 
  immunity to being charmed and frightened. It otherwise uses the 
  possessed target's statistics, but doesn't gain access to the target's 
  knowledge, class features, or proficiencies. 
    The possession lasts until the body drops to 0 hit points, the ghost 
  ends it as a bonus action, or the ghost is turned or forced out by an 
  effect like the dispel evil and good spell. When the possession ends, 
  the ghost reappears in an unoccupied space within 5 feet of the body. 
  The target is immune to this ghost's Possession for 24 hours after 
  succeeding on the saving throw or after the possession ends.
  
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  Ghouls
  Agarat
  Medium undead, chaotic evil
  Armor Class 14
  Hit Points 61 (11d8 + 11)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         16 (+3)      17 (+3)      12 (+1)      11 (+0)     12 (+1)       10 (+0)
  Damage Resistances necrotic 
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 11
  Languages Common
  Challenge 4 (1,100)
  Turning Defiance. The agarat and any ghouls within 30 feet of it 
  have advantage on saving throws against effects that turn undead. 
  Actions
  Multiattack. The agarat attacks two times: one with its bite and 
  one with its claws.
  Bite. Melee Weapon Attack: +3 to hit, range 5 ft., one creature. 
  Hit: 12 (2d8 + 3) piercing damage.
  Claws. Melee Weapon Attack: +5 to hit, range 5 ft., one creature. 
  Hit: 10 (2d6 + 3) slashing damage.  If the target is a creature other 
  than an undead, it must succeed on a DC 11 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.
  Horrid Scream (Recharge 5-6). The agarat can emit a 
  bloodcurdling, supernatural scream. Each creature within 30 feet 
  that can hear its scream takes 5 (1d10) necrotic damage and must 
  succeed on a DC 11 Constitution saving throw. On a failed save, 
  a creature will have its hit point maximum 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.  
  Adept of Orcus
  Medium undead, chaotic evil
  Armor Class 12
  Hit Points 50 (9d8 + 9)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         13 (+1)      15 (+2)      10 (+1)      11 (+0)     16 (+3)       10 (+0)
  Damage Resistances necrotic 
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 11
  Languages Common
  Challenge 3 (700)
  Spellcasting. The adept of Orcus is a 5th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell 
  attacks). It has the following cleric spells prepared:
  Cantrips (at will): infestation, poison spray, toll the dead
  1st level (4 slots): bane, command, divine favor, false life
  2nd level (3 slots): blindness/deafness, hold person, ray of  
    enfeeblement, silence
  3rd level (2 slots): bestow curse, vampiric touch
  Turning Defiance. The adept of Orcus and any ghouls within 30 
  feet of it have advantage on saving throws against effects that turn 
  undead. 
  Actions
  Multiattack. The adept of Orcus attacks two times: one with its bite 
  and one with its claws.
  Bite. Melee Weapon Attack: +2 to hit, range 5 ft., one creature. 
  Hit: 9 (2d6 + 2) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, range 5 ft., one creature. 
  Hit: 7 (2d4 + 2) slashing damage.  If the target is a creature other 
  than an undead, it must succeed on a DC 11 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.
    
  Adept of Orcus
  Adepts of Orcus were priests who worshipped 
  Orcus and were rewarded with the gift of unlife 
  when they sacrificed themselves to their god.  They 
  still serve as priests, but now with an eternal thirst for flesh.
  Agarat
  When a bard is unfortunately transformed into a ghoul or a ghast, 
  it can sometimes become an agarat - a grosteque undead creature 
  that can unleash a horrific scream that can drain the life of the 
  living unfortunate enough to hear it.
  
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  Chapter 1. Bestiary
  Ghoul Abomination
  Large undead, chaotic evil
  Armor Class 14
  Hit Points 119 (14d10 + 42)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         21 (+5)      10 (+0)      16 (+3)        5 (-3)       10 (+0)       6  (-2)
  Damage Resistances necrotic 
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 7 (2,900)
  Stench. Any creature that starts its turn within 10 feet of the ghoul 
  must succeed on a DC 14 Constitution saving throw or be poisoned 
  until the start of its next turn. On a successful saving throw, the 
  creature is immune to the ghoul's Stench for 24 hours. 
  Actions
  Multiattack. The ghoul attacks three times: one with its bite and 
  two with its claws.
  Bite. Melee Weapon Attack: +8 to hit, range 5 ft., one creature. 
  Hit: 18 (3d8 + 5) piercing damage.
  Claws. Melee Weapon Attack: +8 to hit, range 5 ft., one creature. 
  Hit: 13 (2d8 + 4) slashing damage.  If the target is a creature other 
  than an undead, it must succeed on a DC 14 Constitution saving 
  throw or be paralyzed for 1 minute. The target can repeat the 
  saving throw at the end of each of its turns, ending the effect on 
  itself on a success.
  Lacedon
  Medium undead, chaotic evil
  Armor Class 11
  Hit Points 13 (3d8)
  Speed 20 ft., swim 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         13 (+1)      13 (+1)      10 (+1)        7 (-2)       10 (+0)        6 (-2)
  Damage Resistances necrotic 
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 11
  Languages Common
  Challenge 1/2 (100)
  Actions
  Multiattack. The lacedon attacks two times: one with its bite and 
  one with its claws.
  Bite. Melee Weapon Attack: +3 to hit, range 5 ft., one creature. 
  Hit: 8 (2d6 + 1) piercing damage.
  Claws. Melee Weapon Attack: +3 to hit, range 5 ft., one creature. 
  Hit: 6 (2d4 + 1) 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.
  Abomination
  Sometimes when a large humanoid or giant 
  that was a cannibal or flesheater in life 
  was slain through magical means, it may 
  rise as a horrid ghoul abomination.   This 
  creature's hunger for flesh is so insatiable 
  that it can decimate a whole town alone if left 
  unchecked. 
  Lacedon
  Lacedons are undead amphibious humanoids 
  such as merfolk, kuo-toa, or sahuagin that 
  exhibit ghoul-like characteristics.  They are 
  somewhat weaker than ghouls, but are still 
  dangerous since they can still paralyze living 
  targets.
  
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  Chapter 1. Bestiary
  Giants
  Presented in this section are several advanced versions of cloud, 
  frost, fire, hill, stone, and storm giants.
  
  116
  Chapter 1. Bestiary
  Spellcasting. The giant is a 17th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It 
  has the following paladin spells prepared:
  1st leve l (4 slots): command, compelled duel, thunderous smite
  2nd level (3 slots): branding smite, find steed
  3rd level (3 slots): blinding smite, dispel magic
  4th level (3 slots): banishment, staggering smite
  5th level (1 slot): banishing smite, destructive wave
  Actions
  Multiattack. The giant can use its frightful presence.  It then makes 
  two longsword attacks.
  Longsword. Melee Weapon Attack: +15 to hit, reach 10 ft., one 
  target. Hit: 21 (3d8 + 8) slashing damage plus 9 (2d8) necrotic 
  damage.
  Rock. Ranged Weapon Attack: +12 to hit, reach 60/240 ft., one 
  target. Hit: 30 (4d10 + 8) bludgeoning damage.
  Legendary Actions
  The giant 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 giant regains spent 
  legendary actions at the start of its turn.
  Move. The giant moves up to half its speed.
  To Me. Up to two allies within 60 feet of this giant that can hear it 
  can each use their reaction to move up to their speed to the nearest 
  possible space to the giant.
  Attack (Costs 2 Actions). The giant makes a longsword attack. 
  Command (Costs 2 Actions). The giant targets one ally it can see 
  within 30 feet of it. If the target can see and hear the giant, the target 
  can make one weapon attack as a reaction and gains advantage on 
  the attack roll.
  Cloud Giant Count
  Huge giant, lawful evil 
  Armor Class 20 (plate, shield) 
  Hit Points 297 (22d12 + 114)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         28 (+9)       10 (+0)      24 (+7)      12 (+1)     16 (+3)       16 (+3)
   
  Saving Throws Con +13, Int +7, Wis +9, Cha +9
  Skills Insight +8, Perception +8
  Senses passive Perception 18
  Languages Common, Giant
  Challenge 18 (20,000 XP)
  Aura of Judgement. A creature hostile to the giant that is within 10 
  feet of the giant has disadvantage on saving throws against being 
  frightened.
  Keen Smell. The giant has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Indomitable (3/day). The giant can reroll a saving throw it fails. It 
  must use the new roll.  
  Innate Spellcasting. The giant's innate spellcasting ability is 
  Charisma (spell save DC 17). It can innately cast the following 
  spells, without providing material components:
  At will: detect magic, fog cloud, light
  3/day each: feather fall, fly, misty step, telekinesis
  1/day each: control weather, gaseous form
  Smite (1/Turn). As a bonus action, when the giant hits a creature 
  with a weapon attack, it can expend a 1st level spell slot to deal 2d8 
  radiant or necrotic damage to the target and it must succeed on a 
  DC 17 Wisdom saving throw or be frightened until the end of its 
  next turn. If the giant expends a spell slot of 2nd level or higher, the 
  extra damage increases by 1d8 for each level above 1st (maximum 
  5d8). 
  Cloud Giant Count
  The cloud giant count was a knight that was corrupted by 
  Asmodeus, who tempted him with promises of power, holdings, 
  and glory that was once held by giants past.  Now he is a cold, 
  threacherous blackguard who spends most of his time scheming 
  and planning with leaders of other giants against the populous 
  races.  
    He is never without his loyal fellow cloud giants and an array of 
  barbed and bearded devil servants granted to him by Asmodeus.  
  
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  Chapter 1. Bestiary
  Cloud Giant Sorcerer
  Huge giant, neutral good (50%) or neutral evil (50%)
  Armor Class 14 (natural armor) 
  Hit Points 238 (19d12 + 114)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         27 (+8)       10 (+0)      22 (+6)      12 (+1)     16 (+3)       18 (+4)
   
  Saving Throws Con +11, Wis +8, Cha +9
  Skills Insight +8, Perception +8
  Senses passive Perception 18
  Languages Common, Giant
  Challenge 15 (13,000 XP)
  Keen Smell. The giant has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Innate Spellcasting. The giant's innate spellcasting ability is 
  Charisma (spell save DC 17). It can innately cast the following 
  spells, without providing material components:
  At will: detect magic, fog cloud, light
  3/day each: feather fall, fly, misty step, telekinesis
  1/day each: control weather, gaseous form
  Spellcasting. The giant is a 13th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It 
  has the following sorcerer spells prepared:
  Cantrips: fire bolt, friends, light, mage hand, message, minor illusion
  1st leve l (4 slots): charm person, expeditious retreat, shield
  2nd level (3 slots): mirror image, scorching ray
  3rd level (3 slots): fireball, haste
  4th level (3 slots): greater invisibility, ice storm
  5th level (2 slots): cone of cold, dominate person
  6th level (1 slot): chain lightning
  7th level (1 slot): prismatic spray
  Sorcery Points. The giant has 13 sorcery points. It can spend l or 
  more sorcery points as a bonus action to gain one of the following 
  benefits: 
    Heightened Spell: When it casts a spell that forces a creature to 
  make a saving throw to resist the spell's effects, the giant can spend 
  3 sorcery points to give one target of the spell disadvantage on its 
  first saving throw against the spell.
    Quickened Spell: When it casts a spell that has a casting time of 1 
  action, the giant can spend 2 sorcery points to change the casting
  time to 1 bonus action for this casting.
  Actions
  Multiattack. The giant makes two morningstar attacks.
  Morningstar. Melee Weapon Attack: +12 to hit, reach 10 ft., one 
  target. Hit: 21 (3d8 + 8) piercing damage.
  Rock. Ranged Weapon Attack: +12 to hit, reach 60/240 ft., one 
  target. Hit: 30 (4d10 + 8) bludgeoning damage.
  Cloud Giant Sorcerer
  The cloud giant sorcerer takes advantage of its metamagic 
  abilities to enable it to both cast a spell and attack with its 
  morningstar in the same turn.
  
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  Chapter 1. Bestiary
  Fire Giant Captain
  Huge giant, lawful evil
  Armor Class 18 (plate) 
  Hit Points 188 (15d12 + 90)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         26 (+8)        9 (-1)         23 (+6)     10 (+0)      14 (+2)       14 (+2)
   
  Saving Throws Dex +3, Con +10, Cha +6
  Skills Athletics +11, Perception +6
  Damage Immunities fire
  Senses passive Perception 16
  Languages Giant
  Challenge 11 (7,200 XP)
  Distracting Strike (1/Turn). When the giant hits a creature with a  
  weapon attack, the next attack roll against the target by an attacker 
  other than the giant has advantage if the attack is made before the 
  start of the giant's next turn.
  Actions
  Multiattack. The giant makes two greatsword attacks.  It can use 
  Maneuver Allies in place of one attack.
  Greatsword. Melee Weapon Attack: +12 to hit, reach 10 ft., one 
  target. Hit: 29 (6d6 + 8) slashing damage.
  Rock. Ranged Weapon Attack: +12 to hit, reach 60/240 ft., one 
  target. Hit: 30 (4d10 + 8) bludgeoning damage.
  Maneuver Allies (Recharge 5-6). Up to four allies within 60 feet of 
  this giant that can hear it can each use their reaction to move up to 
  half their speed without provoking opportunity attacks.
  Reactions
  Directed Strike (2/Day). When a creature the giant can see within 
  30 feet of it makes an attack roll, and the creature can hear the 
  giant, the giant grants advantage to that roll.
  Fire Giant Captain
  The fire giant captain often leads patrol and keep guards.  It is a 
  veteran warrior that knows how to manuever its squad in battle 
  and create opportunities for its allies to strike.
  
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  Chapter 1. Bestiary
  Fire Giant Duke
  Huge giant, lawful evil
  Armor Class 18 (plate) 
  Hit Points 213 (17d12 + 102)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         27 (+8)        9 (-1)         23 (+6)     12 (+1)      15 (+2)      15 (+2)
   
  Saving Throws Dex +4, Con +11, Cha +7
  Skills Athletics +14, Perception +7
  Damage Immunities fire
  Senses passive Perception 17
  Languages Giant
  Challenge 16 (15,000 XP)
  Burning Smite (Recharge 5-6). As a bonus action, the giant deals 
  an extra 3d6 fire damage when it hits a target with its greatsword 
  attack.  If the target is a creature that is not immune to fire, it 
  must succeed on a DC 21 Wisdom saving throw.  On a failed save, 
  a creature becomes frightened and catches fire, taking 10 (3d6) 
  fire damage at the end of each of its turns.  The creature remains 
  frightened until the fire is extinguished.  An affected creature or 
  another creature within 5 feet of it can take an action to extinguish 
  the fire.  On a successful save, the creature is not frightened and 
  doesn't catch fire.
  Indomitable (3/day). The giant can reroll a saving throw it fails. It 
  must use the new roll.   
  Actions
  Multiattack. The giant makes two melee attacks.  It can use 
  Battlefield Cunning in place of one of the melee attacks.
  Greatsword. Melee Weapon Attack: +13 to hit, reach 10 ft., one 
  target. Hit: 29 (6d6 + 8) slashing damage plus 7 (2d6) fire damage.
  Rock. Ranged Weapon Attack: +13 to hit, reach 60/240 ft., one 
  target. Hit: 30 (4d10 + 8) bludgeoning damage.
  Battlefield Cunning (Recharge 4-6). Up to two allies within 60 feet 
  of the giant that can hear it can use their reactions to make one 
  melee attack each.
  Legendary Actions
  The giant can take three 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 giant 
  regains spent legendary actions at the start of its turn.
  Move. The giant moves up to half its speed.
  To Me. Up to two allies within 60 feet of this giant that can hear it 
  can each use their reaction to move up to their speed to the nearest 
  possible space to the giant.
  Command (Costs 2 Actions). The giant targets one ally it can see 
  within 30 feet of it. If the target can see and hear the giant, the target 
  can make one weapon attack as a reaction and gains advantage on 
  the attack roll.
  Greatsword (Costs 2 Actions). The giant makes a greatsword 
  attack.
  Fire Giant Forgecaller
  Huge giant, lawful evil
  Armor Class 18 (plate) 
  Hit Points 200 (16d12 + 96)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         25 (+7)       9 (-1)          23 (+6)      12 (+1)     17 (+3)      14 (+2)
  Saving Throws Dex +3, Con +10, Cha +6
  Skills Athletics +11, Perception +6
  Damage Immunities fire
  Senses passive Perception 16
  Languages Giant
  Challenge 13 (10,000 XP)
  Surtur's Gift. As a bonus action, the giant targets one ally it can see 
  within 30 feet of it.  Until the end of the target's next turn, it gains an 
  extra 2d6 fire damage to its weapon damage rolls.
  Spellcasting. The giant is an 11th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It 
  has the following cleric spells prepared:
  Cantrips (at will): produce flame, sacred flame, thaumaturgy
  1st level (4 slots): bane, divine favor, healing word, shield of faith
  2nd level (3 slots): hold person, heat metal, silence, magic weapon  
  3rd level (3 slots): dispel magic, glyph of warding, revivify
  4th level (3 slots): freedom of movement, stoneskin, wall of fire
  5th level (2 slots): flame strike, mass cure wounds, hold monster
  6th level (1 slot): heroes' feast, investiture of flame
  Actions
  Multiattack. The giant makes two maul attacks.
  Maul. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 
  28 (6d6 + 7) bludgeoning damage plus 7 (2d6) fire damage.
  Wrath of Surtur (Recharge 5-6). Searing flames surge from the 
  giant and incinerate those around it. Each creature within 20 feet 
  of the giant that is not immune to fire must succeed on a DC 16 
  Dexterity saving throw. On a failed save, the target takes 42 (12d6) 
  fire damage and gains vulnerability to fire until the end of the giant's 
  next turn, or half as much damage and does not gain vulnerability to 
  fire on a successful one.
  Fire Giant Duke
  The fire giant duke serves as both commander and leader of its 
  kin.  It is a cruel and cunning battle tactician that knows how to 
  take advantage of its opponents' weaknesses.  It is almost never 
  without his bodyguards.
  Fire Giant Forgecaller
  The fire giant forgecaller is both a master blacksmith and priest.  
  His forge is his temple and refuge, and it is there that it can be 
  found most of the time, crafting weapons and armor for his kin.
    In combat, he can use his spells to protect himself and to deal 
  with multiple foes, though he prefers to use his flaming maul.  
  When surrounded, it can an emit a fiery blast wave that can 
  incinerate anything around it.
  
  120
  Chapter 1. Bestiary
  Frost Giant Skald
  Huge giant, chaotic evil
  Armor Class 15 (patchwork armor) 
  Hit Points 175 (14d12 + 84)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         25 (+7)        9 (-1)         23 (+6)       9 (-1)       10 (+0)       14 (+2)
   
  Saving Throws Con +10, Wis +4, Cha +5
  Skills Athletics +11, Perception +4
  Damage Immunities cold
  Senses passive Perception 14
  Languages Giant
  Challenge 10 (5,900 XP)
  Reckless. At the start of its turn, the giant can gain advantage on all 
  melee weapon attack rolls during that turn, but attack rolls against it 
  have advantage until the start of its next turn. 
  Spellcasting. The giant is a 10th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 14). It has the following bard 
  spells prepared:
  Cantrips (at will): mage hand, minor illusion, vicious mockery
  1st level (4 slots): dissonant whispers, healing word, heroism, 
    longstrider 
  2nd level (3 slots): blur, hold person, shatter
  3rd level (3 slots): catnap, fear, haste
  4th level (3 slot): confusion, freedom of movement
  5th level (1 slot): mass cure wounds 
  Inspiring Strike (1/Day). As a bonus action, when the giant hits a 
  creature with a weapon attack, the giant can target up to two allies 
  it can see within 30 feet of it. If the target can see and hear the 
  giant, the target can move up to half its speed and make one weapon 
  attack as a reaction.
  Actions
  Multiattack. The giant makes two greataxe attacks.  
  Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 
  Hit: 26 (3d12 + 7) slashing damage.
  Rock. Ranged Weapon Attack: +11 to hit, reach 60/240 ft., one 
  target. Hit: 29 (4d10 + 7) bludgeoning damage.
  Reactions
  Distracting Taunt (3/Day). The giant magically imposes disadvantage 
  to a creature's attack roll, ability check, or saving throw.  To do so, the 
  creature must be within 30 feet of the giant and must be visible and 
  be able to hear to the giant.
  Frost Giant Jarl
  Huge giant, chaotic evil
  Armor Class 15 (patchwork armor) 
  Hit Points 200 (16d12 + 96)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         25 (+7)        9 (-1)         23 (+6)     10 (+0)      12 (+1)      14 (+2)
   
  Saving Throws Con +11, Wis +6, Cha +7
  Skills Athletics +12, Perception +6
  Damage Immunities cold
  Senses passive Perception 16
  Languages Giant
  Challenge 14 (11,500 XP)
  Overbearing. As a bonus action, the giant can make a kick attack 
  against a creature that is Medium or smaller.
  Actions
  Multiattack. The giant makes two melee attacks.
  Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 
  Hit: 26 (3d12 + 7) slashing damage plus 7 (2d6) cold damage.
  Rock. Ranged Weapon Attack: +11 to hit, reach 60/240 ft., one 
  target. Hit: 29 (4d10 + 7) bludgeoning damage.
  Kick. Melee Weapon Attack: +11 to hit, reach 5 ft., one Medium 
  or smaller creature. Hit: 13 (2d6 + 6) bludgeoning damage and 
  the target must succeed on a DC 20 Strength saving throw or be 
  knocked prone.
  Battle Cry (1/Day). Each creature of the giant'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 giant's next turn. The 
  giant can then make one attack as a bonus action.
  Cleaving Swing (Recharges 5-6). The giant swings its greataxe, 
  and every creature within 10 feet of it must succeed on a DC 19 
  Dexterity saving throw. On a failed saving throw, a creature takes 
  26 (3d12 + 7) slashing damage. On a successful save, the creature 
  takes half as much damage.
  Legendary Actions
  The giant can take three 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 giant 
  regains spent legendary actions at the start of its turn.
  Move. The giant moves up to half its speed.
  Direct Ally (Costs 2 Actions). The giant targets one ally it can see 
  within 30 feet of it. If the target can see and hear the giant, the 
  target can move up to half its speed and make one weapon attack as 
  a reaction.
  Greataxe (Costs 2 Actions). The giant makes a greataxe attack.
  Frost Giant Skald
  The frost giant skald is a berserker warrior that taunts its enemies 
  with insults and curses.  It also tries to rouse its allies with its 
  bardic spells and battle prowess.
  Frost Giant Jarl
  A frost giant jarl is the leader of its clan and commander of its 
  armies.  The jarl is normally the strongest and most dangerous 
  frost giant in the clan, as one must challenge the current jarl in 
  mortal combat to become the jarl itself.  
    When in battle, the frost giant jarl can cleave through multiple 
  targets with its huge greataxe, direct allies to attack, and unleash a 
  battle cry that rouses its allies.
  
  121
  Chapter 1. Bestiary
  Frost Giant Frostmaiden
  Huge giant, chaotic evil
  Armor Class 13 (natural armor) 
  Hit Points 173 (15d12 + 75)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         23 (+6)       9 (-1)          21 (+5)      12 (+1)     16 (+3)      14 (+2)
  Saving Throws Con +10, Wis +7, Cha +6
  Skills Athletics +11, Perception +4
  Damage Immunities cold
  Senses passive Perception 14
  Languages Giant
  Challenge 11 (7,200 XP)
  Aura of Chilling Frost. A creature that starts its turn within 10 feet 
  of the giant takes 7 (2d6) cold damage and can't use reactions until 
  the end of the giant's next turn.
  Spellcasting. The frostmaiden is a 13th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell 
  attacks). It has the following cleric spells prepared:
  Cantrips (at will): guidance, mending, resistance, toll the dead, 
    thaumaturgy
  1st level (4 slots):  armor of Agathys, fog cloud, guiding bolt, inflict 
    wounds
  2nd level (3 slots): gust of wind, hold person, Snilloc's snowball 
  swarm
  3rd level (3 slots): animate dead, bestow curse, gaseous form, sleet  
    storm
  4th level (3 slots): banishment, control water, ice storm
  5th level (2 slots): cone of cold, contagion, control winds
  6th level (1 slot): harm, heroes' feast
  7th level (1 slot): etherealness, symbol
  Auril's Kiss. As a bonus action, when the frostmaiden hits a 
  creature with a weapon attack, it can expend a spell slot to deal an 
  extra 1d8 frost damage to the target, and the target must succeed on 
  a DC 14 Constitution saving throw or be restrained until the end of 
  its next turn. If the frostmaiden expends a spell slot of 2nd level or 
  higher, the extra frost damage increases by 1d8 for each level above 
  1st (maximum 5d8).
  Actions
  Multiattack. The giant makes two greataxe attacks.
  Greataxe. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 
  Hit: 25 (3d12 + 6) slashing damage plus 7 (2d6) cold damage.
  Frost Giant Frostmaiden
  A divine worshipper of Auril, the frost giant frostmaiden is a priest 
  that has access to a number of cold type spells.  She also radiates 
  an unnatural cold that can freeze the blood of anything that would 
  foolishly approach her.
  
  122
  Chapter 1. Bestiary
  Hill Giant Berserker
  Huge giant, chaotic evil
  Armor Class 13 (natural armor) 
  Hit Points 138 (12d12 + 60)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         23 (+6)         8 (-1)        21 (+5)       5 (-3)         9 (-1)          6 (-2)
   
  Skills Perception +2
  Senses passive Perception 12
  Languages Giant
  Challenge 7 (2,900 XP)
  Reckless. At the start of its turn, the giant can gain advantage on all 
  melee weapon attack rolls during that turn, but attack rolls against it 
  have advantage until the start of its next turn.
  Actions
  Multiattack. The giant makes two greatclub attacks. It can use its 
  Cleaving Swing in place of one of its greatclub attacks
  Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 19 (3d8 + 6) bludgeoning damage.
  Rock. Ranged Weapon Attack: +9 to hit, reach 60/240 ft., one target. 
  Hit: 22 (3d10 + 6) bludgeoning damage.
  Cleaving Swing (Recharges 5-6). The giant swings its greatclub, 
  and every creature within 10 feet of it must succeed on a DC 17 
  Dexterity saving throw. On a failed saving throw, a creature takes 19 
  (3d8 + 6) bludgeoning damage. On a successful save, the creature 
  takes half as much damage.
  Hill Giant Berserker
  The hill giant berserker is always the first to charge in a fight. 
  Frothing in the mouth, the giant heads toward the largest groups 
  of enemies in order to find the opportunity to use its cleaving 
  swing.
  Hill Giant Chieftain
  The chieftain is the leader of its clan and often commander of its 
  troops.  While it can rouse its allies with his battle cry, it is not 
  a very effective tactician as it often simply barks out threatening 
  commands to its underlings without real direction.
  Hill Giant Witchdoctor
  The hill giant witch doctor serves as the clan's 
  priest and healer and often chief advisor, as 
  it is normally wiser and more cunning than 
  the 
  chieftain.  It worships Grolantor, and the deity grants it an 
  ability to frighten its foes with its glare.
  
  123
  Chapter 1. Bestiary
  Hill Giant Chieftain
  Huge giant, chaotic evil
  Armor Class 14 (natural armor)  
  Hit Points 183 (16d12 + 80)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         23 (+6)         8 (-1)        21 (+5)       7 (-2)        11 (+0)        8 (-1)
   
  Skills Perception +5
  Senses passive Perception 15
  Languages Giant
  Challenge 11 (7,200 XP)
  Overbearing. As a bonus action, the giant can make a kick attack 
  against a creature that is Medium or smaller.
  Actions
  Multiattack. The giant makes two melee attacks.
  Greatclub. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 
  Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +10 to hit, reach 60/240 ft., one 
  target. Hit: 22 (3d10 + 6) bludgeoning damage.
  Kick. Melee Weapon Attack: +10 to hit, reach 5 ft., one Medium 
  or smaller creature. Hit: 13 (2d6 + 6) bludgeoning damage and 
  the target must succeed on a DC 18 Strength saving throw or be 
  knocked prone.
  Battle Cry (1/Day). Each creature of the giant'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 giant's next turn. The 
  giant can then make one attack as a bonus action.
  Legendary Actions
  The giant can take three 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 giant 
  regains spent legendary actions at the start of its turn.
  Move. The giant moves up to half its speed.
  Greatclub (Costs 2 Actions). The giant makes a greatclub attack.
  Bark Command (Costs 3 Actions). The giant targets up to two 
  allies it can see within 30 feet of it. If the target can see and hear the 
  giant, the target can make one weapon attack as a reaction but has 
  disadvantage on the attack roll.
  Hill Giant Witch Doctor
  Huge giant, chaotic evil
  Armor Class 13 (natural armor) 
  Hit Points 147 (14d12 + 56)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         21 (+5)         8 (-1)        19 (+4)       5 (-3)        14 (+2)        6 (-2)
   
  Skills Perception +5
  Senses passive Perception 15
  Languages Giant
  Challenge 9 (5,000 XP)
  Spellcasting. The giant is an 9th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It 
  has the following cleric spells prepared:
  Cantrips (at will): resistance, sacred flame, thaumaturgy
  1st level (4 slots): bane, divine favor, healing word, shield of faith
  2nd level (3 slots): augury, hold person, silence, magic weapon  
  3rd level (3 slots): dispel magic, glyph of warding, revivify
  4th level (3 slots): banishment, freedom of movement, stoneskin
  5th level (1 slot): flame strike, mass cure wounds, hold monster
  Actions
  Multiattack. The giant makes two greatclub attacks.
  Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 19 (3d8 + 5) bludgeoning damage.
  Reactions
  Grolantor's Glare. When a creature attacks the giant, and the 
  attacker is within 30 feet and visible to the giant, the attacker must 
  succeed on a DC 14 Wisdom saving throw.  On a failed save, the 
  attacker is frightened until the end of the giant's next turn.  
  
  124
  Chapter 1. Bestiary
  Stone Giant Earth Shaman
  Huge giant, neutral
  Armor Class 17 (natural armor) 
  Hit Points 158 (15d12 + 75)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         24 (+7)       15 (+2)      20 (+5)      11 (+0)     16 (+3)       10 (+0)
  Saving Throws Dex +6, Con +9, Wis +7
  Skills Athletics +11, Perception +7
  Senses passive Perception 17
  Languages Giant
  Challenge 9 (5,000 XP)
  Aura of Earth. A creature that starts its turn within 5 feet of the 
  giant must make a DC 17 Constitution saving throw or be blinded 
  until the end of the stone giant's next turn by the dirt and soil that 
  swirls constantly around the stone giant. Stone giants and creatures 
  native to the elemental plane of earth are immune to this effect.
  Stone Camouflage. The giant has advantage on Dexterity (Stealth) 
  checks made to hide in rocky terrain.
  Spellcasting. The giant is an 11th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It 
  has the following druid spells prepared:
  Cantrips (at will): druidcraft, guidance, mending, produce flame
  1st level (4 slots): healing word, jump, thunderwave
  2nd level (3 slots): beast sense, heat metal, spike growth, 
    spider climb
  3rd level (3 slots): erupting earth, dispel magic, lightning bolt, 
    meld into stone
  4th level (3 slots): confusion, stone shape, stone skin
  5th level (2 slots): passwall, transmute rock, wall of stone
  6th level (1 slot): bones of the earth
  Actions
  Multiattack. The giant makes two maul attacks.
  Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 
  Hit: 26 (3d12 + 7) bludgeoning damage.
  Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one 
  target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a 
  creature, it must succeed on a DC 19 Strength saving throw or be 
  knocked prone.
  Reactions
  Rock Catching. If a rock or similar object is hurled at the giant, the 
  giant can , with a successful DC 10 Dexterity saving throw, catch the 
  missile and take no bludgeoning damage from it.
  Stone Giant Earth Shaman
  The earth shaman is able to control and manipulate the earth 
  around it, enabling it to create an aura of a swirling dirt and dust 
  that can blind anything caught in it.
  
  125
  Chapter 1. Bestiary
  Storm Giant Stormguard
  Huge giant, chaotic good
  Armor Class 16 (scale mail) 
  Hit Points 300 (24d12 + 144)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         29 (+9)       14 (+2)      22 (+6)      17 (+3)     18 (+4)       20 (+5)
  Saving Throws Str +15, Con +12, Wis +10, Cha +11
  Skills Arcana +9, Athletics +15, History +9, Perception +10
  Damage Resistances cold
  Damage Immunities lightning, thunder 
  Senses passive Perception 20
  Languages Giant
  Challenge 19 (22,000 XP)
  Amphibious. The giant can breathe air and water. 
  Innate Spellcasting. The giant's innate spellcasting ability is 
  Charisma (spell save DC 19). It can innately cast the following 
  spells, without providing material components:
  At will: detect magic, feather fall, levitate, light
  3/day each: control weather, water breathing
  Heart of the Storm.  Whenever the giant casts a spell other than 
  a cantrip that deals lightning or thunder damage, a stormy aura 
  surrounds it.  In addition to the spell’s effects, creatures of its 
  choice within 10 feet of it take 14 (4d6) lightning or thunder damage 
  (giant' choice). 
  Spellcasting. The giant is a 13th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 19, +11 to hit with spell attacks). 
  It has the following sorcerer spells prepared:
  Cantrips (at will): firebolt, friends, light, mage hand, minor illusion, 
    shocking grasp
  1st level (4 slots): command, thunderwave, wrathful smite
  2nd level (3 slots): misty step, shatter 
  3rd level (3 slots): lightning bolt, thunder step
  4th level (3 slot): ice storm, storm sphere
  5th level (2 slots): cone of cold, control winds
  6th level (1 slot): chain lightning 
  7th level (1 slot): whirlwind
  Sorcery Points. The giant has 13 sorcery points. It can spend l or 
  more sorcery points as a bonus action to gain one of the following 
  benefits: 
    Heightened Spell: When the giant casts a spell that forces a 
  creature to make a saving throw to resist the spell's effects, it can 
  spend 3 sorcery points to give one target of the spell disadvantage 
  on its first saving throw against the spell.
    Quickened Spell: When the giant casts a spell that has a casting 
  time of 1 action, it can spend 2 sorcery points to change the casting 
  time to 1 bonus action for this casting.
    Subtle Spell: When the giant casts a spell, it can spend l sorcery 
  point to cast the spell without any somatic or verbal components.
  Thunderous Smite (1/Turn). As a bonus action, when the giant 
  hits a creature with a weapon attack, it can expend a 1st level spell 
  slot to deal 1d8 thunder damage to the target and the target must 
  succeed on  a DC 18 Constitution saving throw or be stunned until 
  the end of its next turn. If the giant expends a spell slot of 2nd level 
  or higher, the extra thunder damage increases by 1d8 for each level 
  above 1st (maximum 5d8).(maximum 5d8).
  Actions
  Multiattack. The giant makes two greatsword attacks.
  Greatsword. Melee Weapon Attack: +15 to hit, reach 10 ft., one 
  target. Hit: 30 (6d6 + 9) slashing damage.
  Rock. Ranged Weapon Attack: +15 to hit, range 60/240 ft., one 
  target. Hit: 35 (4d12 + 9) bludgeoning damage.
  Lightning Strike (Recharge 5-6). The giant hurls a magical lightning 
  bolt at a point it can see within 500 feet of it. Each creature within 
  10 feet of that point must make a DC 17 Dexterity saving throw, 
  taking 54 (12d8) lightning damage on a failed save, or half as much 
  damage on a successful one.
  Storm Giant Stormguard
  The stormguard is both an elite warrior and 
  exceptional storm sorcerer.  In combat, it 
  efficiently mixes its magical abilities and 
  martial prowess to deadly effect, taking full 
  advantage of its Heart of the Storm.
  
  126
  Chapter 1. Bestiary
  Gibbering Horror
  Large aberration, neutral
  Armor Class 9
  Hit Points 147 (14d10 + 70)
  Speed 20 ft., swim 20 ft. 
   
  STR           DEX           CON           INT           WIS           CHA  
         14 (+2)         8 (-1)        20 (+5)        3 (-4)       12 (+1)        6 (-2)
   
  Condition Immunities prone
  Senses darkvision 60 ft., passive Perception 11
  Languages -----
  Challenge 6 (2,300 XP)
  Aberrant Ground. The ground in a 15-foot radius around the horror 
  is doughlike difficult terrain. Each creature that starts its turn in that 
  area must succeed on a DC 12 Strength saving throw or have its 
  speed reduced to 0 until the start of its next turn.  
  Gibbering. The horror babbles incoherently while it can see any 
  creature and isn't incapacitated. Each creature that starts its 
  turn within 30 feet of the horror and can hear the gibbering must 
  succeed on a DC 12 Wisdom saving throw. On a failure, the creature 
  can't take reactions until the start of its next turn and rolls a d8 
  to determine what it does its turn. On a 1 to 4, the creature does 
  nothing. On a 5 or 6, the creature takes no action or bonus action 
  and uses all its movement to move in a randomly determined 
  direction. On a 7 or 8, the creature makes a melee attack against a 
  randomly determined creature within its reach or does nothing if it 
  can't make such an attack. 
  Actions
  Multiattack. The gibbering horror uses Engulf.  It then makes two 
  Pseudopod Bite attacks, and if it can, uses its Blinding Spittle.
  Pseudopod Bite. Melee Weapon Attack: +5 to hit, reach 15 ft., one 
  creature. Hit: 15 (3d8 + 2) piercing damage. If the target is Large 
  or smaller, it must succeed on a DC 13 Strength saving throw or 
  be knocked prone and grappled (escape DC 12).   Until the grapple 
  ends, the target is restrained, and the horror can't use the same 
  pseudopod bite on another target.   If the horror starts its turn 
  grappling with a creature, it can use a bonus action to pull that 
  creature within 5 feet of it.
  Blinding Spittle. The horror spits a chemical glob at a point it can 
  see within 20 feet of it. The glob explodes in a blinding flash of light 
  on impact. Each creature within 5 feet of the flash must succeed on 
  a DC 16 Dexterity saving throw or be blinded until the end of the 
  horror's next turn.
  Engulf. The horror moves up to its speed. While doing so, it can 
  enter Medium or smaller creatures' spaces. Whenever the horror 
  enters a creature's space, the creature must make a DC 13 Dexterity 
  saving throw. On a successful save, the creature can choose to 
  be pushed 5 feet back or to the side of the horror. A creature that 
  chooses not to be pushed suffers the consequences of a failed 
  saving throw. On a failed save, the horror enters the creature's 
  space, and the creature takes 29 (6d8 +2) piercing damage and is 
  engulfed. While engulfed, the creature is blinded, can't breathe, 
  and restrained, and takes 9 (2d8) piercing damage and 9 (2d8) acid 
  damage at the start of each of the horror's turns. lf the target is killed 
  by this damage, it is absorbed into the horror.  When the horror 
  moves, the engulfed creature moves with it. An engulfed creature 
  can try to escape by taking an action to make a DC 13 Strength 
  check. On a success, the creature escapes and enters a space of its 
  choice within 5 feet of the horror.  The horror can have only up to 
  two Medium or small creatures engulfed at a time. 
   
  Gibbering Horror
  Gibbering Horror
  The gibbering horror is a larger, more horrid type 
  of gibbering mouther.  Due to its size, it is able to 
  strike with pseudopods with toothy maw ends.  
  When a creature is bitten and ensnared by a 
  pseudopod, it is pulled toward the gibbering 
  horror.  
    Engulf. Anyone standing close to the 
  gibbering horror is at risk of getting engulfed by 
  it.  An engulfed creature soon discovers what it 
  feels like to be bitten and torn apart by dozens of 
  fang-filled mouths.
  
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  Gnoll Huntmaster
  Medium humanoid (gnoll), chaotic evil
  Armor Class 15 (studded leather)
  Hit Points 55 (10d8 + 10)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)      16 (+3)       12 (+1)       8 (-2)       12 (+1)         7 (-2)
  Skills Perception + 3, Stealth +5, Survival +5 
  Senses darkvision 60 ft., passive Perception 13
  Languages Gnoll 
  Challenge 3 (700 XP)
  Rampage. When the gnoll reduces a creature to 0 hit points with a 
  melee attack on its turn, the gnoll can take a bonus action to move 
  up to half its speed and make a bite attack.
  Go for the Throat. As a bonus action, the gnoll targets one hyena 
  within 30 feet that can see and hear the gnoll.  The hyena can use 
  its reaction to move up to half its speed and make one melee attack 
  against a prone creature.   If the hyena hits, the hit is automatically a 
  critical hit.
  Slay Foe (1/Turn). The gnoll deals an extra 9 (2d8) damage with its 
  weapon attack if it hits a creature that doesn't have all its hit points. 
  Summon Hyenas (Recharges after a Short or Long Rest). As a 
  bonus action, the gnoll summons 1d4 + 1 hyenas.  The hyenas 
  appear in unoccupied spaces within 30 feet of the gnoll and acts as 
  its allies.  The hyenas act right after the gnoll on the same initiative 
  count and fight until they're destroyed. They disappear when the 
  gnoll dies. 
  Actions
  Multiattack. The gnoll makes two attacks, either with its glaive or its 
  longbow.  It can replace one of its attacks with hunting bolas.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 3) piercing damage.
  Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 
  8 (1d10 + 3) slashing damage.
  Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one 
  creature. Hit: 7 (1d8 + 3) piercing damage. 
  Hunting Bolas. Ranged Weapon Attack: +5 to hit, range 20/60 ft., 
  one creature. Hit: 5 (1d3 + 3) bludgeoning damage and the target 
  must succeed on a DC 13 Strength saving throw or be restrained 
  and knocked prone. As an action, the restrained creature can make 
  a DC 13 Strength check, escaping on a success. The effect ends if 
  the hunting bolas is destroyed. The hunting bolas has AC 10, 5 hit 
  points, resistance to bludgeoning damage, and immunity to poison 
  and psychic damage.
  Gnoll Matriarch
  Medium humanoid (gnoll), chaotic evil
  Armor Class 15 (chain shirt)
  Hit Points 104 (16d8 + 32)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)      14 (+2)       15 (+2)     10 (+0)      12 (+1)       12 (+1)
  Saving Throws Str +7, Dex +5, Con +5
  Senses darkvision 60 ft., passive Perception 11
  Languages Gnoll 
  Challenge 5 (1,800 XP)
  Pack Tactics. The gnoll has advantage on an attack roll against 
  a creature if at least one of the gnoll's allies is within 5 feet of the 
  creature and the ally isn't incapacitated.
  Packmaster. A allied gnoll that starts its turn within 30 feet of this 
  gnoll and that can see and hear this gnoll gains Pack Tactics until the 
  start of its next turn. 
  Pounce. If the gnoll moves at least 15 feet straight toward a creature 
  and then hits it with a greataxe attack on the same turn, that target 
  must succeed on a DC 15 Strength saving throw or be knocked 
  prone. If the target is prone, the gnoll can make one bite attack 
  against it as a bonus action.
  Rampage. When the gnoll reduces a creature to 0 hit points with a 
  melee attack on its turn, the gnoll can take a bonus action to move 
  up to half its speed and make a bite attack.
  Actions
  Multiattack. The gnoll makes three attacks, either with its greataxe 
  or its longbow.  She can replace one of those attacks with Battlefield 
  Cunning. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 6 (1d4 + 4) piercing damage.
  Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) bludgeoning damage.
  Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one 
  creature. Hit: 7 (1d8 + 3) piercing damage. 
  Battlefield Cunning (Recharge 4-6). Up to two allies within 60 feet 
  of the gnoll that can hear it can use their reactions to make one 
  melee attack each.
  Gnolls
  Huntmaster
  The huntmaster is faultless tracker and hyena beastmaster.  
  When hunting, it tries to knock its target prone so it can 
  command its hyenas to tear its throat.
  
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  Gnoll Witch Doctor
  Medium humanoid (gnoll), chaotic evil
  Armor Class 13 (hide armor)
  Hit Points 31 (7d8)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      12 (+1)       11 (+0)       8 (-1)       15 (+2)        8 (-1)
  Senses darkvision 60 ft., passive Perception 12
  Languages Gnoll 
  Challenge 3 (700 XP)
  Rampage. When the gnoll reduces a creature to 0 hit points with a 
  melee attack on its turn, the gnoll can take a bonus action to move 
  up to half its speed and make a bite attack.
  Spellcasting. The gnoll is a 7th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It 
  has the following cleric spells prepared:
  Cantrips (at will): guidance, resistance, thaumaturgy
  1st level (4 slots): bane, divine favor, guiding bolt, shield of faith
  2nd level (3 slots): hold person, silence, spiritual weapon, magic
    weapon  
  3rd level (3 slots): bestow curse, crusader's mantle, glyph of warding,
    spirit guardians
  4th level (1 slot): banishment, freedom of movement, stoneskin
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage.
  Flail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) bludgeoning damage.
  Gnoll Shaman of Yeenoghu
  Medium humanoid (gnoll), chaotic evil
  Armor Class 13 (hide armor)
  Hit Points 45 (10d8)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      12 (+1)       11 (+0)     10 (+0)       16 (+3)        8 (-1)
  Senses darkvision 60 ft., passive Perception 13
  Languages Gnoll 
  Challenge 4 (1,100 XP)
  Rampage. When the gnoll reduces a creature to 0 hit points with a 
  melee attack on its turn, the gnoll can take a bonus action to move 
  up to half its speed and make a bite attack.
  Spellcasting. The gnoll is an 8th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It 
  has the following druid spells prepared:
  Cantrips (at will): druidcraft, poison spray, thorn whip
  1st level (4 slots): earth tremor, entangle, thunderwave
  2nd level (3 slots): hold person, spike growth  
  3rd level (3 slots): conjure animals (hyenas), erupting earth
  4th level (2 slots): blight, charm monster
  Yeenoghu's Howl (Recharges after a Short or Long Rest). As a 
  bonus action, the gnoll emits a frenzy-inducing howl.  Each gnoll ally 
  that is within 30 feet of it, can hear it, and not already affected by 
  Yeenoghu's Howl gain advantage on melee attack rolls against any 
  creature that doesn't have all its hit points until the start of the gnoll's 
  next turn.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage.
  Flail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) bludgeoning damage.
  Change Shape (Recharges after a Short or Long Rest). The gnoll 
  magically polymorphs into a giant hyena, remaining in that form 
  for up to 1 hour. It can revert to its true form as a bonus action. 
  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.
  Matriarch
  The hyena matriarch is normally the largest and loathsome gnoll 
  in a pack.  Her presence alone instills a sense of  fearlessness and 
  combat cunning to the pack.
    Female Dominance.  All male gnolls obey the matriarch's 
  commands unquestioningly.  The matriarch's daughters obey her 
  for as long as she is still the physically strongest in the group.  
  However,  once she shows signs of weakness, the most dominant 
  of the daughters may challenge her right to the throne, or simply 
  murder her outright.
  Shaman of Yeenoghu
  The shaman of Yeenoghu is the demonic advisor of the pack.  
  During combat, it serves as the support specialist, with its ability 
  to summon hyenas and unleash devastating nature spells.  It 
  can emit a fiendish howl that induces its gnoll allies into a blood 
  frenzy, gaining advantage on attack rolls against wounded foes.  
  Finally, the shaman can also transform into a giant hyena, if 
  needed.
  Witch Doctor
  The witch doctor is the pack's priest and healer.  It watches over 
  its matriarch, healing and enhancing her daughters during 
  combat.
  
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  Goblins
  Goblin Alchemist
  Small humanoid (goblin), chaotic evil
  Armor Class 14 (hide armor)
  Hit Points 14 (4d6)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
            8 (-1)        14 (+2)      10 (+0)      13 (+1)     10 (+0)        8 (-1)
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin 
  Challenge 1 (200 XP)
  Nimble Escape. The goblin can take the Disengage or Hide action as 
  a bonus action on each of its turns.
  Volatile. When the goblin takes damage that is not poison or psychic 
  damage, roll 1d20.  On a roll of 1 to 5, the goblin's alchemical pack 
  explodes.  The goblin and each creature within 10 feet of it must 
  succeed on a DC 11 Dexterity saving throw, taking 17 (5d6) fire 
  damage on a failed save, or half as much damage on a successful 
  one.  The goblin has disadvantage on its saving throw.
  Actions
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
  Hit: 5 (1d6 + 2) slashing damage. 
  Acid Flask. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one 
  target. Hit: 7 (2d6) acid damage.
  Goblin Molotov. Ranged Weapon Attack: +4 to hit, range 20 ft., one 
  target. Hit: 2 (1d4) fire damage and the target catches fire, taking 
  2 (1d4) fire damage at the end of each of its turns.  An affected 
  creature or another creature within 5 feet of it can take an action to 
  extinguish the fire.  On a successful save, the creature takes half as 
  much damage and doesn't catch fire.
  Tangleweb. Ranged Weapon Attack: +4 to hit, range 20 ft., one 
  creature. Hit: The creature must succeed on a DC 11 Strength 
  saving throw or be restrained by sticky web-like adhesive.  As an 
  action, the restrained creature can make a DC 11 Strength check,, 
  escaping from the tangleweb on a success. The effect ends if the 
  tangleweb is destroyed. The tangleweb has AC 10, 5 hit points, 
  resistance to bludgeoning damage, and immunity to poison and 
  psychic damage.
  Double Lob (Recharge 5-6). The goblin can make two ranged 
  weapon attacks.
  Alchemist
  The crafty goblin alchemist always carries three types of 
  concotions that it can hurl at its foes.  Unfortunately, these 
  concontions are so volatile that if the alchemist is struck in 
  combat, it might cause a breakage and accidentally set off a fiery 
  explosion.
  
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  Goblin Blackblade
  Small humanoid (goblin), chaotic evil
  Armor Class 15 (studded leather)
  Hit Points 17 (5d6)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
            8 (-1)        14 (+2)      10 (+0)      13 (+1)     10 (+0)       14 (+2)
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin 
  Challenge 1 (200 XP)
  Nimble Escape. The goblin can take the Disengage or Hide action as 
  a bonus action on each of its turns.
  Spellcasting. The goblin is an 3rd-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It 
  regains its expended spell slots when it finishes a short or long rest. 
  It knows the following warlock spells:
  Cantrips (at will): eldrtich blast, infestation 
  1st level-2nd level (2 2nd-level slots): hellish rebuke, hex, shadow 
  blade, shield
  Hexblade's Curse (Recharges after a Short or Long Rest). As a 
  bonus action, the goblin targets a creature it can see within 30 feet 
  of it.  The target is cursed for 1 minute.  The curse ends early if the 
  target dies, the goblin dies, or it is incapacitated.  Until the curse 
  ends, the goblin gains the following benefits:
  • It deals an extra 2 damage on damage rolls against the cursed 
  target.
  • Any attack roll it makes against the cursed target is a critical hit 
    on a roll of 19 or 20 on the d20. 
  • If the cursed target dies, the goblin regains 5 hit points.
  Actions
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
  Hit: 5 (1d6 + 2) slashing damage. 
  Goblin Bodyguard
  Small humanoid (goblin), chaotic evil
  Armor Class 16 (studded leather, shield)
  Hit Points 14 (4d6)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
            8 (-1)       14 (+2)      10 (+0)      10 (+0)        8 (-1)         8 (-1)
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Goblin 
  Challenge 1/2 (100 XP)
  Nimble Escape. The goblin can take the Disengage or Hide action as 
  a bonus action on each of its turns.
  Actions
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 5 (1d6 + 2) 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.
  Reactions
  Self-Sacrifice. When a creature within 5 feet of the goblin is hit by an 
  attack, the goblin swaps places with that creature and is hit instead. 
  Goblin Chieftain
  Small humanoid (goblin), chaotic evil
  Armor Class 18 (scale mail, shield)
  Hit Points 50 (9d6 + 9)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
         10 (+0)       14 (+2)      14 (+2)      10 (+0)     10 (+0)      12 (+1)
  Senses darkvision 60 ft., passive Perception 10
  Languages Goblin 
  Challenge 3 (750 XP)
  Nimble Escape. The goblin can take the Disengage or Hide action as 
  a bonus action on each of its turns.
  Ganglord's Presence. A goblin ally that starts its turn with 30 feet 
  of this goblin and can see and hear this goblin deals an extra 3 (1d6) 
  damage on its weapon damage rolls against a creature if at least two 
  of the goblin's allies is within 5 feet of the creature and the ally isn't 
  incapacitated.
  Sneak Attack (1/Turn). The goblin deals an extra 10 (3d6) damage 
  when it hits a target with a weapon attack and has advantage on the 
  attack roll, or when the target is within 5 feet of an ally of the goblin 
  that isn't incapacitated and the goblin doesn't have disadvantage on 
  the attack roll.
  Actions
  Multiattack. The goblin makes two scimitar attacks.
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
  Hit: 5 (1d6 + 2) slashing damage. 
  Reactions
  Redirect Attack. When a creature the goblin can see targets it with 
  an attack, the goblin chooses another goblin within 5 feet of it. The 
  two goblins swap places, and the chosen goblin becomes the target 
  instead.
  Blackblade
  In very rare occasions, a goblin shows an affinity for the dark arts 
  and becomes a warlock.  Most of these become hexblades.  They 
  are simply called blackblades by the goblins.
  Bodyguard
  Some goblins who are devout and fanatical worshippers of 
  Maglubiyet but are unable to pray for divine spells instead become  
  bodyguards.  They believe that sacrificing themselves to protect 
  their charge will bring them closer to their god.
  Chieftain
  The chieftain is the overall leader of a goblin tribe.  It is attended 
  to by a number of advisors, mostly shamans and witch doctors, 
  and is always protected by personal bodyguards.  While it may 
  lead its warriors into battle, it will do so from behind its toughest 
  warriors and never away from its bodyguards.  Its highest priority 
  is always self-preservation.  Never mind if half its army will be 
  decimated, it can always impregnate all the female goblins and 
  slaves back at its lair to repopulate.
  
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  Goblin Shaman
  Small humanoid (goblin), chaotic evil
  Armor Class 14 (hide armor)
  Hit Points 31 (7d6 + 7)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
            8 (-1)        14 (+2)      12 (+1)      10 (+0)      14 (+2)       8 (-1)
  Senses darkvision 60 ft., passive Perception 12
  Languages Goblin 
  Challenge 2 (450 XP)
  Nimble Escape. The goblin can take the Disengage or Hide action as 
  a bonus action on each of its turns.
  Spellcasting. The goblin is a 5th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It 
  has the following druid spells prepared:
  Cantrips (at will): druidcraft, poison spray, thorn whip
  1st level (4 slots): earth tremor, entangle, thunderwave
  2nd level (3 slots): hold person, spike growth  
  3rd level (2 slots): conjure animals (rats, spiders, and wolves only), 
    erupting earth
  Actions
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
  Hit: 5 (1d6 + 2) slashing damage. 
  Change Shape (Recharges after a Short or Long Rest). The goblin 
  magically polymorphs into a worg, remaining in that form for up to 
  1 hour. It can revert to its true form as a bonus action. 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.
  Goblin Cutthroat
  Small humanoid (goblin), chaotic evil
  Armor Class 15 (studded leather)
  Hit Points 17 (5d6)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
            8 (-1)       16 (+3)      10 (+0)      10 (+0)        8 (-1)         8 (-1)
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Goblin 
  Challenge 1 (200 XP)
  Nimble Escape. The goblin can take the Disengage or Hide action as 
  a bonus action on each of its turns.
  Sneak Attack (1/Turn). The goblin deals an extra 7 (2d6) damage 
  when it hits a target with a weapon attack and has advantage on the 
  attack roll, or when the target is within 5 feet of an ally of the goblin 
  that isn't incapacitated and the goblin doesn't have disadvantage on 
  the attack roll.
  Actions
  Multiattack. The goblin makes two dagger attacks.
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 4 (1d4 + 2) piercing damage. 
  Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Cutthroat
  Cutthroats are goblin rogues.  They rarely fight in the open, 
  choosing instead to pick opportune moments where they can 
  strike and retreat without being noticed.
  Shaman
  Goblin shamans provide spiritual guidance to their kin, and are 
  thus often sought as advisors by their chieftains.  In combat, they 
  are able to cast druidic spells and summon rats and spiders.  
  When needed, they are able to transform themselves into worgs.
  They abhor the tribe's witch doctors, undermining them at every 
  opportunity.
  
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  Goblin Skirmisher
  Small humanoid (goblin), chaotic evil
  Armor Class 16 (leather armor, shield)
  Hit Points 14 (4d6)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
            8 (-1)        16 (+3)      10 (+0)      10 (+0)        8 (-1)         8 (-1)
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Goblin 
  Challenge 1/2 (100 XP)
  Nimble Escape. The goblin can take the Disengage or Hide action as 
  a bonus action on each of its turns.
  Skirmish Advantage. The goblin gains advantage on its first attack 
  roll this turn if it has moved at least 15 feet from its space at the 
  beginning of its turn.
  Actions
  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. 
  Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage. 
  Reactions
  Skirmisher. When an enemy the goblin can see ends its turn within 
  5 feet of it, the goblin can move up to half its speed. This movement 
  doesn’t provoke opportunity attacks.
  Goblin Witch Doctor
  Small humanoid (goblin), chaotic evil
  Armor Class 14 (hide armor)
  Hit Points 17 (5d6)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
            8 (-1)        14 (+2)      10 (+0)      10 (+0)      13 (+1)        8 (-1)
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Goblin 
  Challenge 1 (200 XP)
  Nimble Escape. The goblin can take the Disengage or Hide action as 
  a bonus action on each of its turns.
  Spellcasting. The goblin is a 3rd-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It 
  has the following cleric spells prepared:
  Cantrips (at will): chill touch, poison spray, thaumaturgy
  1st level (4 slots): bane, false life, ray of sickness, word of healing
  2nd level (2 slots): blindness/deafness, hold person, spiritual 
    weapon  
  Actions
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
  Hit: 5 (1d6 + 2) slashing damage. 
  Skirmisher
  Goblin skirmishers are charged with disrupting the ranks of 
  enemy troops.  They target the weak sides, employing hit and 
  run tactics to distract them from another assault coming from a 
  different direction.
  Witch Doctor
  Witch doctors are the priests who serve as primary support for 
  goblin war parties, as well as advisors to the chieftain.   They hate 
  and often clash with the tribal shamans.
  
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  Chapter 1. Bestiary
  Golems
  Presented in this section are advanced versions of clay, flesh, 
  stone, and iron golems.
  Clay Golem Mauler
  The massive clay golem mauler is a larger and more dangerous 
  version of the typical clay golem.  It is so strong that its massive 
  fists can knock targets prone with a single hit.  If they manage to 
  do so, they quickly follow up the attack by stomping on their fallen 
  foes.
  
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  Chapter 1. Bestiary
  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: +12 to hit, reach 10 ft., one target. 
  Hit: 23 (3d10 + 7) bludgeoning damage. If the target is a creature, 
  it must succeed on a DC 17 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.  If the target's saving throw fails by 5 or more, the target is also 
  knocked prone and the golem can make one stomp attack against it 
  as a bonus action. The reduction lasts until removed by the greater 
  restoration spell or other magic.
  Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft., one prone 
  creature. Hit: 18 (2d10 + 7) bludgeoning damage.
  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. 
  Clay Golem Mauler
  Huge construct, unaligned
  Armor Class 15 (natural armor)
  Hit Points 200 (16d12 + 96)
  Speed 20 ft.
  STR           DEX           CON           INT           WIS           CHA 
         24 (+7)         9 (-1)        22 (+6)       3 (-4)          8 (-1)         1 (-5)
  Damage Immunities acid, poison; bludgeoning, piercing,
    and slashing from nonmagical weapons 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 13 (10,000 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 90 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. lf 
  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 
  
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  Chapter 1. Bestiary
  Stone Golem Sentinel
  Huge construct, unaligned
  Armor Class 18 (natural armor)
  Hit Points 257 (19d12 + 133)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         26 (+8)         9 (-1)        24 (+7)       3 (-4)        11 (+0)        1 (-5)
  Damage Immunities poison; bludgeoning, piercing,
    and slashing from nonmagical weapons 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 15 (13,000 XP)
  Immutable Form. The golem is immune to any spell or effect that 
  would alter its form.
  Magic Resistance. The golem has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The golem's weapon attacks are magical.
  Actions
  Multiattack.  The golem makes two slam attacks and uses Slow if 
  available.
  Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 
  Hit: 26 (4d8 + 8) bludgeoning damage.  If the target is a creature and 
  the attack roll against the target succeeds by 5 or more, the target 
  must succeed on a DC 22 Constitution saving throw or be stunned 
  until the end of its next turn.
  Ground Smash (Recharge 5-6). The stone golem slams the ground, 
  triggering an earth tremor and violently pelting the area around 
  it with debris. All other creatures on the ground within 15 feet of 
  the golem must succeed on a DC 22 Strength saving throw, taking 
  26 (4d8 + 8) bludgeoning damage and is knocked prone on a 
  failed save, or half as much damage and isn't knocked prone on a 
  successful one. 
  Slow (Recharge 5-6). The golem targets one or more creatures it 
  can see within 15 feet of it. Each target must make a DC 19 Wisdom 
  saving throw against thi s magic. On a failed save, a target can't 
  use reactions, its speed is halved, and it can't make more than one 
  attack on its turn. In addition, the target can take either an action or 
  a bonus action on its turn, not both. These effect s last for 1 minute. 
  A target can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.
  Flesh Golem Abomination
  Large construct, unaligned
  Armor Class 10 (natural armor)
  Hit Points 150 (13d10 + 78)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         23 (+6)         9 (-1)        22 (+6)       6 (-2)        10 (+0)        5 (-3)
  Damage Immunities lightning, poison; bludgeoning, piercing,
    and slashing from nonmagical weapons 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 10 (5,900 XP)
  Berserk.  Whenever the golem starts its turn with 50 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. lf 
  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 50 hit points or 
  fewer, the golem might go berserk again. 
  Aversion to 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 slam attacks. 
  Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 19 (3d8 + 6) bludgeoning damage and the target is grappled 
  (escape DC 16).  Until this grapple ends, the target is restrained and 
  the golem can automatically hit the target with its slam attack but 
  can't use one of its slam attacks against other targets.
  Fling. One object held or creature that is smaller than the golem 
  and is grappled by the golem is thrown up to 30 feet towards a 
  target space and knocked prone. If a thrown creature strikes a solid 
  surface, the creature takes 6 bludgeoning damage plus 3 (1d6) 
  bludgeoning damage for every 10 feet it was thrown. If the creature 
  is thrown at another creature, that creature must succeed on a DC 
  17 Dexterity saving throw.  On a failed save, the target takes the 
  same damage and is knocked prone.  
    When the golem uses its Multiattack, it can use Fling in place of 
  one slam attack.
  Flesh Golem Abomination
  This hulking abomination is an even more grotesque version 
  of the flesh golem, sporting more body parts taken from large 
  humanoids.  It is strong that it can fling victims unfortunate 
  enough to get caught by its massive hands.
  
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  Siege Monster. The golem deals double damage to objects and 
  structures.
  Actions
  Multiattack.  The golem makes two melee attacks. 
  Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 
  Hit: 27 (4d8 + 9) bludgeoning damage. 
  Sword. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. 
  Hit: 31 (4d10 + 9) slashing damage. 
  Crushing Stride.The golem moves up to its speed in a straight line. 
  During this move, it can enter Large or smaller creatures' spaces. A 
  creature whose space the golem enters must succeed on a DC 23 
  Dexterity saving throw. On a successful save, the creature is pushed 
  5 feet to the nearest space out of the golem's path. On a failed save, 
  the creature falls prone and takes 27 (4d8+9) bludgeoning damage. 
  If the golem remains in the prone creature's space, the creature is 
  also restrained until it's no longer in the same space as the golem. 
  While restrained in this way, the creature, or another creature 
  within 5 feet of it, can make a DC 23 Strength check. On a success, 
  the creature is shunted to an unoccupied space of its choice within 5 
  feet of the golem and is no longer restrained.
  Poison Breath (Recharge 6). The golem exhales poison gas in a 
  30-foot cone. Each creature in that area must succeed on a DC 21 
  Constitution saving throw, taking 54 (12d8) poison damage on a 
  failed save, or half as much damage on a successful one.
  Iron Golem Juggernaut
  Huge construct, unaligned
  Armor Class 21 (natural armor)
  Hit Points 297 (22d12 + 154)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         28 (+9)         9 (-1)        24 (+7)       3 (-4)        11 (+0)        1 (-5)
  Damage Immunities fire, poison; bludgeoning, piercing,
    and slashing from nonmagical weapons that aren't adamantine 
  Condition Immunities charmed, exhaustion, frightened, paralyzed,
    petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages understands the languages of its creator but
    can't speak 
  Challenge 18 (20,000 XP)
  Fire 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.
  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.
  Stone Golem Sentinel
  Twice as large as the normal stone golem, these 
  giants are thankfully very rare due to the cost 
  and time to make one.  They are mostly found 
  guarding main temples, archmage towers, and 
  royal crypts.  In combat, they can slam the 
  ground to create a miniature shockwave that 
  can hit multiple nearby foes.
  Iron Golem Juggernaut
  Even mightier than the iron golem, the juggernaut is at least 
  20 feet tall.  It is so massive that during combat, it merely 
  crushes its opponents by stepping on them.  Thankfully, it 
  is very rare as only the wealthiest and most powerful can 
  afford to have one created.
  
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  Gorgon
  Greater Gorgon
  Huge monstrosity, unaligned
  Armor Class 20 (natural armor)
  Hit Points 225 (18d12 + 108)
  Speed 50 ft.
  STR           DEX           CON           INT           WIS           CHA 
          24 (+7)      11 (+0)      23 (+6)       2 (-4)       14 (+2)         7 (-2)
  Skills Perception +6
  Condition Immunities petrified
  Senses darkvision 60 ft., passive Perception 16
  Languages ----- 
  Challenge 10 (5,900 XP)
  Actions
  Multiattack. The gorgon makes two melee attacks: one with its 
  gore and one with its hooves.  It can replace its hooves attack with 
  Trample if it is available.
  Gore. Melee Weapon Attack: +11 to hit, reach 5 ft.,  one target. 
  Hit: 26 (3d12 + 7) percing damage.  
  Hooves. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 23 (3d10 + 7) bludgeoning damage.  
  Trample (Recharges 5-6).The gorgon moves up to its speed in 
  a straight line. During this move, it can enter Large or smaller 
  creatures' spaces. A creature whose space the gorgon enters 
  must succeed on a DC 19 Dexterity saving throw. On a successful 
  save, the creature is pushed 5 feet to the nearest space out of the 
  gorgon's path. On a failed save, the creature falls prone and takes 
  23 (3d10 + 7) bludgeoning damage. If the gorgon remains in the 
  prone creature's space, the creature is also restrained until it's no 
  longer in the same space as the gorgon. While restrained in this 
  way, the creature, or another creature within 5 feet of it, can make a 
  DC 23 Strength check. On a success, the creature is shunted to an 
  unoccupied space of its choice within 5 feet of the gorgon and is no 
  longer restrained
  Petrifying Breath (Recharge 5-6). The gorgon exhales petrifying 
  gas in a 60-foot cone. Each creature in that area must succeed on a 
  DC 15 Constitution saving throw.  On a failed save, a target begins 
  to turn to stone and is restrained. The restrained target must repeat 
  the saving throw at the end of its next turn. On a success, the effect 
  ends on the target. On a failure, the target is petrified until freed by 
  the greater restoration spell or other magic.
  Greater Gorgon
  A greater gorgon is an advanced and ancient version of the 
  gorgon.  Thankfully, most gorgons do not live long enough to 
  become a greater gorgon.  They are sometimes captured by more 
  powerful beings and kept as pets and guardians.  A few use them 
  as gladiatorial beasts.
  
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  Chapter 1. Bestiary
  Grells
  Grell Philosopher
  Large aberration, neutral evil
  Armor Class 12 (15 with mage armor)
  Hit Points 119 (14d10+42)
  Speed 10 ft., fly 30 ft. (hover)
  STR           DEX           CON           INT           WIS           CHA 
         19 (+4)      14 (+2)       17 (+3)      14 (+2)     13 (+1)       11 (+0)
  Skills Perception +7, Stealth +8
  Damage Immunities lightning
  Condition Immunities blinded, prone
  Senses blindsight 60 ft. (blind beyond this radius), passive
    Perception 17
  Languages Grell
  Challenge 5 (1,800 XP)
  Innate Spellcasting (Psionics). The grell's innate spellcasting ability 
  is Intelligence (spell save DC 13). It can innately cast the following 
  spells, without providing material components:
  At will: mage armor, fog cloud, shield
  3/day each: charm person, invisibility, ray of enfeeblement
  Actions
  Multiattack. The grell makes two attacks: one with its tentacles and 
  one with its beak, or uses its lightning ray twice.
  Tentacles. Melee Weapon Attack: +7 to hit, reach 15 ft.,  one target. 
  Hit: 14 (2d10 + 3) piercing damage, and the target must succeed on 
  a DC 14 Constitution saving throw or be poisoned for 1 minute. The 
  poisoned target is paralyzed, and it can repeat the saving throw at 
  the end of each of its turns, ending the effect on a success.
    The target is also grappled (escape DC 14). If the target is Large or 
  smaller, it is also restrained until this grapple ends. While grappling 
  the target, the grell has advantage on attack rolls against it and can't 
  use this attack against other targets. When the grell moves, any 
  Large or smaller target it is grappling moves with it.
  Beak. Melee Weapon Attack: +7 to hit, reach 5 ft.,  one target. 
  Hit: 11 (2d6 + 4) percing damage.  
  Lightning Ray. Ranged Weapon Attack: +5 to hit, range 60 ft., one 
  target. Hit: 12 (3d6 + 2) lightning damage.  
  Grell Patriarch
  Huge aberration, neutral evil
  Armor Class 12 (15 with mage armor)
  Hit Points 207 (18d12+90)
  Speed 10 ft., fly 30 ft. (hover)
  STR           DEX           CON           INT           WIS           CHA 
         23 (+6)      14 (+2)       21 (+5)      16 (+3)     15 (+2)       13 (+1)
  Skills Perception +10, Stealth +10
  Damage Immunities lightning
  Condition Immunities blinded, prone
  Senses blindsight 60 ft. (blind beyond this radius), passive
    Perception 20
  Languages Grell
  Challenge 9 (1,800 XP)
  Innate Spellcasting (Psionics). The grell's innate spellcasting ability 
  is Intelligence (spell save DC 15). It can innately cast the following 
  spells, without providing material components:
  At will: mage armor, fog cloud, shield
  3/day each: charm person, invisibility, ray of enfeeblement
  1/day each: charm monster, lightning bolt, fear
  Actions
  Multiattack. The grell makes five attacks: four with its tentacles and 
  one with its beak, or uses its lightning ray twice.
  Tentacle. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. 
  Hit: 11 (1d10 + 6) piercing damage, and the target must succeed on 
  a DC 17 Constitution saving throw or be poisoned for 1 minute. The 
  poisoned target is paralyzed, and it can repeat the saving throw at 
  the end of each of its turns, ending the effect on a success.
    The target is also grappled (escape DC 16). If the target is Large or 
  smaller, it is also restrained until this grapple ends. While grappling 
  the target, the grell has advantage on attack rolls against it and can't 
  use this attack against other targets. When the grell moves, any 
  Huge or smaller target it is grappling moves with it.
  Beak. Melee Weapon Attack: +10 to hit, reach 5 ft.,  one target. 
  Hit: 15 (2d8 + 6) percing damage.  
  Lightning Ray. Ranged Weapon Attack: +7 to hit, range 60 ft., one 
  target. Hit: 23 (6d6 + 3) lightning damage.  
  Patriarch
  The grell patriarch is a massive grell with an oversized brain that 
  is about 20 to 30 feet in diameter.  It is the overall leader of a grell 
  community, and directs and manages the grell patriarchs.  It has 
  arcane abilities and can project powerful lightning rays at its foes.
    There is always only one patriarch in a grell community.  When 
  it dies, the most advanced and intelligent of the grell philosophers 
  undergo a metamorphosis and becomes the next patriarch.
  Philosopher
  Grell philosophers are advanced and more intelligent species 
  of the grell.  These large grell manage and direct the 'common' 
  grell, which they see as communal workers and slaves.  They have 
  arcane abilities and are able to project lightning rays.
  
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  Chapter 1. Bestiary
  Gricks
  Grick Hatchling
  Small monstrosity, neutral
  Armor Class 12 (natural armor)
  Hit Points 13 (3d8)
  Speed 40 ft., climb 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         10 (+0)      14 (+2)      10 (+0)       2 (-4)        12 (+1)        3 (-4)
  Damage Resistances bludgeoning, piercing, and slashing from 
    nonmagical weapons
  Senses darkvision 60 ft., passive Perception 11
  Languages -----
  Challenge 1/4 (50 XP)
  Stone Camouflage.  The grick has advantage on Dexterity (Stealth) 
  checks made to hide in rocky terrain.
  Actions
  Multiattack. The grick makes one attack with its tentacles.  If that 
  attack hits, the grick can make one beak attack against the same 
  target.  
  Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 7 (2d4 + 2) slashing damage. 
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft.,  one target. 
  Hit: 4 (1d4 + 2) percing damage.  
  Grick Den Mother
  Huge monstrosity, neutral
  Armor Class 19 (natural armor)
  Hit Points 147 (14d12 + 56)
  Speed 40 ft., climb 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
          22 (+6)      16 (+3)      19 (+4)       5 (-2)        14 (+2)       10 (+0)
  Damage Resistances bludgeoning, piercing, and slashing from 
    nonmagical weapons
  Senses darkvision 60 ft., passive Perception 12
  Languages -----
  Challenge 10 (5,900 XP)
  Stone Camouflage.  The grick has advantage on Dexterity (Stealth) 
  checks made to hide in rocky terrain.
  Actions
  Multiattack. The grick makes three attacks: one with its tail and two 
  with its tentacles.  If it hits a creature with any of its tentacles, the 
  grick can make one beak attack against the same target.  
  Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. 
  Hit: 16 (3d6 + 6) bludgeoning damage.  If the target is a creature and 
  the attack roll against the target succeeds by 5 or more, the target 
  must succeed on a DC 18 Strength saving throw or be knocked 
  prone.
  Tentacle. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. 
  Hit: 11 (1d10 + 6) slashing damage. 
  Beak. Melee Weapon Attack: +10 to hit, reach 15 ft.,  one target. 
  Hit: 19 (3d8 + 6) percing damage.  
  Den Mother
  The den mother is massive grick that is about 50-60 feet long.  
  When it rears up, it can reach a height of 15 feet.  This creature 
  makes its lair in a massive cavern deep in the underdark where it 
  guards hundreds of its eggs and hatchlings.
    It is always attended to by dozens of gricks and grick alphas, 
  which bring it food after hunting forays.  
  Hatchling
  Hatchlings are weeks-old wormlings about 4-5 feet long in length.  
  Despite their small size, they are ravenous hunters that will prey 
  on smaller vermin and the occasional adventurer.
  
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  Chapter 1. Bestiary
  Griffons
  Griffon Alpha
  Large monstrosity, unaligned
  Armor Class 12
  Hit Points 68 (8d10 + 32)
  Speed 30 ft., fly 80 ft.
  STR           DEX           CON           INT           WIS           CHA 
          20 (+5)      15 (+2)      16 (+3)       2 (-4)       14 (+2)       10 (+0)
  Skills Perception +6
  Senses darkvision 60 ft., passive Perception 16
  Languages ----- 
  Challenge 3 (700 XP)
  Dive Attack.  If the griffon is flying and dives at least 30 feet straight 
  toward a target and then hits it with a melee weapon attack, the 
  attack deals an extra 7 (2d6) damage to the target.
  Keen Sight. The griffon has advantage on Wisdom (Perception)
  checks that rely on sight. 
  Actions
  Multiattack. The griffon makes two attacks: one with its beak and 
  one with its claws.  
  Beak. Melee Weapon Attack: +8 to hit, reach 5 ft.,  one target. 
  Hit: 9 (1d8 + 5) percing damage.  
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  12 (2d6 + 5) slashing damage.  
  Griffon of Xvim
  Large monstrosity, lawful evil
  Armor Class 13 (natural armor)
  Hit Points 67 (7d10 + 28)
  Speed 30 ft., fly 80 ft.
  STR           DEX           CON           INT           WIS           CHA 
          20 (+5)      15 (+2)      18 (+4)       2 (-4)       13 (+1)       14 (+2)
  Skills Perception +5
  Damage Resistances bludgeoning, piercing, and slashing from
    nonmagical weapons
  Condition Immunities frightened, poisoned 
  Senses darkvision 60 ft., passive Perception 15
  Languages ----- 
  Challenge 4 (1,100 XP)
  Keen Sight. The griffon has advantage on Wisdom (Perception)
  checks that rely on sight. 
  Smite (3/day).  If the griffon hits a good-aligned creature with 
  a melee weapon attack, it can choose to deal an extra 9 (2d8 ) 
  necrotic damage.
  Actions
  Multiattack. The griffon uses Frightful Presence.  It then makes two 
  attacks: one with its beak and one with its claws.  
  Beak. Melee Weapon Attack: +8 to hit, reach 5 ft.,  one target. 
  Hit: 9 (1d8 + 5) percing damage.  
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  12 (2d6 + 5) slashing damage.  
  Frightful Presence. Each creature of the griffon's choice that is 
  within 30 feet of the griffon and aware of it must succeed on a DC 
  12 Wisdom saving throw or become frightened for 1 minute. A 
  creature can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. If a creature's saving throw 
  is successful or the effect ends for it, the creature is immune to the 
  griffon's Frightful Presence for the next 24 hours.
  Alpha
  The alpha is the leader of a griffon pack.  It is larger and stronger 
  than the average griffon.
  Griffon of Xvim
  When a griffon becomes infected by the essence of Xvim, it 
  becomes corrupted and turns into an evil creature known as a 
  beast of Xvim.  The transformation imbues the creature with the 
  ability to terrify and smite its foes in order to further the will of 
  Xvim.
  Xvim
  I
  yachtu Xvim was the half-fiend son of Bane, the greater 
  deity of Fear, Hatred, and Tyranny.  For a period of time after 
  his father's death, he took over his father's portfolio.  During 
  his reign, he deliberately implanted his Essence into predatory 
  and evil-natured beasts, monstrosities, and aberrations.  This 
  transformed the creatures into strong, fiendish abominations.  
  His clergy saw them as physical manifestations of his 
  power and will.    Despite his death in 1372 DR when his 
  father consumed his body to return from death, his essence 
  continued to linger throughout the realms.  Once in a while, 
  especially when one of his fanatical followers makes a 
  sacrifice to him, another beast of xvim is born to wreak havoc 
  amongst the enemies of Xvim and Bane.  Whether it is the 
  dead Xvim himself or Bane granting the transformation is 
  anybody's guess.
  
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  Chapter 1. Bestiary
  Grimlocks
  Grimlock Brute
  Medium humanoid (grimlock), chaotic evil
  Armor Class 13 (unarmored defense) 
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         18 (+4)      12 (+1)       14 (+2)       9 (-1)          8 (-1)         6 (-2)
  Skills Athletics +6, Perception + 3, Stealth +3, Survival +1
  Senses blindsight 30 ft. or 10 ft. while deafened (blind beyond this 
    radius), passive Perception 13
  Condition Immunities blinded 
  Languages Undercommon 
  Challenge 2 (450 XP)
  Blind Senses. The grimlock can't use its blindsight while deafened 
  and unable to smell.
  Brute. A melee weapon deals one extra die of its damage when the 
  grimlock hits with it (included in the attack).
  Keen Hearing and Smell. The grimlock has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell.
  Stone Camouflage. The grimlock has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain.
  Actions
  Bone Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 17 (2d12 + 4) slashing damage.
  Brute
  The grimlock brute is an unusually large and monstrous brute 
  compared to its kin.  Grimlock war parties use it as a frontline 
  attacker.  
  
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  Chapter 1. Bestiary
  Grimlock Cavestalker
  Medium humanoid (grimlock), chaotic evil
  Armor Class 11 
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         12 (+1)      16 (+3)       12 (+1)       9 (-1)        12 (+1)          6 (-2)
  Skills Athletics +3, Perception + 3, Stealth +5
  Senses blindsight 30 ft. or 10 ft. while deafened (blind beyond this 
    radius), passive Perception 13
  Condition Immunities blinded 
  Languages Undercommon 
  Challenge 1 (200 XP)
  Blind Senses. The grimlock can't use its blindsight while deafened 
  and unable to smell.
  Cave Strider. Moving through nonmagical difficult cavern or 
  underground terrain doesn't cost the grimlock extra movement.
  Keen Hearing and Smell. The grimlock has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell.
  Spellcasting. The grimlock is a 3rd-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 11). It has the following ranger 
  spells prepared:
  1st level (3 slots): jump, hunter's mark, longstrider
  Stealthy. On each of its turns, the grimlock can use a bonus action 
  to take the Hide action. 
  Stone Camouflage. The grimlock has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain.
  Slay Foe (1/Turn). The grimlock deals an extra 9 (2d8) damage 
  with its weapon attack if it hits a creature that doesn't have all its hit 
  points. 
  Actions
  Bone Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage.
  Grimlock Chieftain
  Medium humanoid (grimlock), chaotic evil
  Armor Class 11 
  Hit Points 90 (12d8 + 36)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         18 (+4)      12 (+1)       16 (+3)       9 (-1)        10 (+0)         8 (-1)
  Skills Athletics +6, Perception + 3, Stealth +3
  Senses blindsight 30 ft. or 10 ft. while deafened (blind beyond this 
    radius), passive Perception 13
  Condition Immunities blinded 
  Languages Undercommon 
  Challenge 4 (1,100 XP)
  Blind Senses. The grimlock can't use its blindsight while deafened 
  and unable to smell.
  Brute. A melee weapon deals one extra die of its damage when the 
  grimlock hits with it (included in the attack).
  Keen Hearing and Smell. The grimlock has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell.
  Stone Camouflage. The grimlock has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain.
  Blood Cry (Recharges after a Short or Long Rest). As a bonus 
  action, the grimlock emits a frenzy-inducing war cry.  Each grimlock 
  ally that is within 30 feet of this grimlock, can hear the grimlock, 
  and not already affected by Blood Cry deals an extra 4 (1d8) damage 
  on its weapon damage rolls against any creature that doesn't have 
  all its hit points until the start of the grimlock's next turn.
  Skull Thump (1/turn). Once per turn, when the grimlock hits a 
  creature with a melee weapon attack and has advantage on the 
  attack roll, it can attempt to stun it. The target must make a DC 14 
  Constitution saving throw or be stunned until  the end of its next 
  turn.
  Actions
  Multiattack. The grimlock makes two great spiked bone club 
  attacks.  
  Great Spiked Bone Club. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 5 (2d4) 
  piercing damage.
  Cavestalker
  Cavestalkers are grimlock hunters and scouts that developed a 
  talent in killing prey without getting noticed when they are in a 
  cave-like terrain.
  Chieftain
  A grimlock chieftain is usually the largest and most experienced 
  grimlock warrior.  It can bash a creature senseless with its 
  monstrous spiked club, and unleash war cries that can induce its 
  brethren into a berserker frenzy when around wounded prey.
  
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  Chapter 1. Bestiary
  Grimlock Shaman
  Medium humanoid (grimlock), chaotic evil
  Armor Class 11 
  Hit Points 44 (8d8 + 8)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         16 (+3)      12 (+1)       12 (+1)      10 (+0)     14 (+2)        8 (-1)
  Skills Athletics +6, Perception + 4, Stealth +3, Survival +4
  Senses blindsight 30 ft. or 10 ft. while deafened (blind beyond this 
    radius), passive Perception 13
  Condition Immunities blinded 
  Languages Undercommon 
  Challenge 3 (700 XP)
  Blind Senses. The grimlock can't use its blindsight while deafened 
  and unable to smell.
  Keen Hearing and Smell. The grimlock has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell.
  Stone Camouflage. The grimlock has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain.
  Spellcasting. The grimlock is a 6th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It 
  has the following druid spells prepared:
  Cantrips (at will): druidcraft, poison spray, thorn whip
  1st level (4 slots): earth tremor, entangle, thunderwave
  2nd level (3 slots): earthbind, hold person, spike growth  
  3rd level (3 slots): meld into stone, erupting earth
  Actions
  Spiked Bone Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing 
  damage.
  Grimlock 
  Scalphunter
  Medium humanoid (grimlock), chaotic evil
  Armor Class 11 
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         18 (+4)      12 (+1)       12 (+1)       9 (-1)        10 (+0)        6 (-2)
  Skills Athletics +6, Perception + 4, Stealth +3, Survival +4
  Senses blindsight 30 ft. or 10 ft. while deafened (blind beyond this 
    radius), passive Perception 13
  Condition Immunities blinded 
  Languages Undercommon 
  Challenge 1/2 (100 XP)
  Blind Senses. The grimlock can't use its blindsight while deafened 
  and unable to smell.
  Keen Hearing and Smell. The grimlock has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell.
  Sneak Attack (1/Turn). The grimlock deals an extra 3 (1d6) damage 
  when it hits a target with a weapon attack and has advantage on 
  the attack roll, or when the target is within 5 feet of an ally of the 
  grimlock that isn't incapacitated and the grimlock doesn't have 
  disadvantage on the attack roll. 
  Stone Camouflage. The grimlock has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain.
  Scalphunter
  Grimlock scalphunters are opportunistic hunters that specialize 
  in attacking a prey's vulnerable spot.  Afterwards, they collect the 
  scalps of those they've slain and hang them on their cavern walls 
  as grisly trophies.
  Shaman
  Grimlock shamans are the chieftain's advisors.  They also provide 
  spiritual guidance to a grimlock war party before they set out to 
  hunt, blessing them with luck to bring home prey.  
    If encountered in combat, they become dangerous spellcasters 
  able to harness the underdark's natural energies and use it against 
  their foes.
  
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  Chapter 1. Bestiary
  Green Hag, Elder  
  Medium fey, neutral evil
  Armor Class 17 (natural armor) 
  Hit Points 150 (20d8 + 60)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         18 (+4)      12 (+1)       16 (+3)      13 (+1)     20 (+5)      14 (+2)
  Saving Throws Int +5, Wis +9, Cha +6
  Skills Arcana +5, Deception +9, Perception + 9, Stealth +5
  Senses darkvision 60 ft., passive Perception 19
  Languages Common, Draconic, Sylvan 
  Challenge 10 (5,900 XP)
  Amphibious. The hag can breathe air and water.
  Innate Spellcasting. The hag's innate spellcasting ability is 
  Charisma (spell save DC 12). She can innately cast the following 
  spells, without providing material components: 
  At will: dancing lights, minor illusion, vicious mockery.
  Spellcasting. The hag is an 12th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It 
  has the following druid spells prepared:
  Cantrips (at will): druidcraft, poison spray, produce flame, thorn
    whip
  1st level (4 slots): charm person, entangle, healing word 
  2nd level (3 slots): beast sense, darkness, heat metal, spike growth, 
    Melf's acid arrow
  3rd level (3 slots): erupting earth, dispel magic, stinking cloud, 
    water walk
  4th level (3 slots): charm monster, confusion, freedom of movement, 
    locate creature, polymorph
  5th level (2 slots): antilife shell, contagion, insect plague, wrath of 
  nature
  6th level (1 slot): bones of the earth
  Mimicry. The hag can mimic animal sounds and humanoid voices. 
  A creature that hears the sounds can tell they are imitations with a 
  successful DC 14 Wisdom (Insight) check.
  Actions
  Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) slashing damage.  If the target is a creature, it must 
  succeed on a DC 15 Constitution saving throw or have its Strength 
  score reduced by 1d4.  The target dies if this reduces its Strength to 
  0.  Otherwise, the reduction lasts until the target finishes a short or 
  long rest.
  Illusory Appearance. The hag covers herself and anything she is 
  wearing or carrying with a magical illusion that makes her look 
  like another creature of her general size and humanoid shape. The 
  illusion ends if the hag takes a bonus action to end it or if she dies. 
    The changes wrought by this effect fail to hold up to physical 
  inspection. For example, the hag could appear to have smooth skin, 
  but someone touching her would feel her rough flesh. Otherwise, 
  a creature must take an action to visually inspect the illusion and 
  succeed on a DC 20 Intelligence (Investigation) check to discern 
  that the hag is disguised.
  Change Shape (Recharges after a Short or Long Rest). The hag 
  magically polymorphs into any beast of CR 4 or less, remaining in 
  that form for up to 1 hour. It can revert to its true form as a bonus 
  action. 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.
  Maddening Cackle (Recharge 5-6). Each creature within 30 feet 
  of the hag and able to hear the hag must succeed on a DC 17 
  Charisma saving throw.  On a failed save, a target takes 14 (3d8 + 
  1) psychic damage, and must use its reaction to move up to half its 
  speed and make a melee weapon attack against one creature of the 
  hag's choice that the hag can see.  On a successful save, it takes 
  half as much damage and suffers no other effects. Constructs and 
  undead are immune to this effect.
  Hags, Elder
  Presented in this section are the elder versions of the green, night, 
  and sea hag.  Elder hags are ancient hags that have grown more 
  powerful from the knowledge and experience they have gathered 
  through several centuries.
  Elder Green Hag
  Elder green hags are powerful druids that can draw and channel 
  the magical energies of the swamp where it usually lives.  Aside 
  from its many abilities as a hag, it can also let loose a disturbing 
  cackle that can drive any who hear it into insane acts of violence.
    Elder green hags subjugate and take command of any humanoid 
  and giant tribes that live nearby its lair and thus, it is not common 
  to have Lizardfolk, ogres, redcaps, trolls, ettins, and even hill 
  giants serving as the elder green hag's guards.
  
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  Chapter 1. Bestiary
  Night Hag, Elder  
  Medium fey, neutral evil
  Armor Class 17 (natural armor) 
  Hit Points 195 (26d8 + 78)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         18 (+4)      15 (+2)       16 (+3)      16 (+3)     16 (+3)      20 (+5)
  Saving Throws Int +8, Wis +8, Cha +10
  Damage Resistances cold, fire; bludgeoning, piercing, and slashing
    from nonmagical weapons that aren't silvered
  Condition Immunities charmed
  Skills Deception +10, Insight +8, Perception + 8, Stealth +7
  Senses darkvision 120 ft., passive Perception 18
  Languages Abyssal, Common, Infernal, Primordial 
  Challenge 13 (10,000 XP)
  Amphibious. The hag can breathe air and water.
  Innate Spellcasting. The hag's innate spellcasting ability is 
  Charisma (spell save DC 18, +10 to hit with spell attacks). She 
  can innately cast the following spells, without providing material 
  components: 
  At will: detect magic, magic missile
  2/day each: plane shift (self only), ray of enfeeblement, sleep
  Spellcasting. The hag is a 17th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 18, +10 to hit with spell attacks). 
  It regains its expended spell slots when it finishes a short or long 
  rest. It knows the following warlock spells:
  Cantrips (at will): eldritch blast, friends, mage hand, minor
  illusion, poison spray, prestidigitation, shocking grasp 
  1st level-5th level (4 5th-level slots): banishment, burning hands, 
  fireball, flame strike, hellish rebuke, magic circle, mirror image, 
  scorching ray, scrying, wall of fire
  1/day each: circle of death, finger of death, maddening darkness, 
  psychic scream
  Magic Resistance. The hag has advantage on saving throws against 
  spells and other magical effects.
  Dark One's Own Luck (Recharges after a Short or Long Rest). 
  When the hag makes an ability check or saving throw, it can add a 
  dl0 to the roll. It can do this after the roll is made but before any of 
  the roll's effects occur.
  Actions
  Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) slashing damage.  If the target is a creature, it must 
  succeed on a DC 18 Wisdom saving throw or fall unconscious.  The 
  creature remains unconscious for 1 minute, or until it takes damage, 
  or someone uses an action to shake or slap the creature awake.
  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.
  Stupefying Cackle (Recharge 5-6). Each creature within 30 feet 
  of the hag and able to hear the hag must succeed on a DC 18 
  Charisma saving throw.  On a failed save, a target takes 21 (4d8 + 
  3) psychic damage, and falls unconscious.  The creature remains 
  unconscious for 1 minute, or until it takes damage, or someone uses 
  an action to shake or slap the creature awake.  On a successful save, 
  it takes half as much damage and isn't unconscious.  Constructs and 
  undead are immune to this effect.
  Elder Night Hag
  As night hags age, they also become powerful warlocks of the 
  fiend.  They can also induce creatures to sleep with a single 
  cackle.
    Elder night hags normally employs all manner of fiends as 
  guards, but banderhobbs, oni, jackalweres, and redcaps have been 
  found to serve her as well.
  
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  Chapter 1. Bestiary
  Sea Hag, Elder  
  Medium fey, neutral evil
  Armor Class 14 (natural armor) 
  Hit Points 120 (16d8 + 48)
  Speed 30 ft., swim 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         16 (+3)      13 (+1)       16 (+3)      12 (+1)     12 (+1)      19 (+4)
  Saving Throws Int +5, Wis +5, Cha +8
  Skills Arcana +5, Deception +8, Perception + 5, Stealth +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Aquan, Common, Giant 
  Challenge 9 (5,000 XP)
  Amphibious. The hag can breathe air and water.
  Horrific Appearance. Any humanoid that starts its turn within 30 
  feet of the hag and can see the hag's true form must make a DC 16 
  Wisdom saving throw. On a failed save, the creature is frightened 
  for 1 minute. A creature can repeat the saving throw at the end of 
  each of its turns, with disadvantage if the hag is within line of sight, 
  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 
  hag's Horrific Appearance for the next 24 hours.
    Unless the target is surprised or the revelation of the hag's true 
  form is sudden, the target can avert its eyes and avoid making the 
  initial saving throw. Until the start of its next turn, a creature that 
  averts its eyes has disadvantage on attack rolls against the hag.
  Spellcasting. The hag is a 12th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It 
  has the following sorcerer spells prepared:
  Cantrips (at will): chill touch, minor illusion, mending, poison spray, 
    shape water
  1st level (4 slots): charm person, thunderwave
  2nd level (3 slots): hold person, misty step  
  3rd level (3 slots): lightning bolt, tidal wave
  4th level (3 slots): dimension door, vitriolic sphere, watery sphere
  5th level (2 slots): cloudkill, enervation
  6th level (1 slot): scatter
  Sorcery Points. The hag has 12 sorcery points. It can spend l or 
  more sorcery points as a bonus action to gain one of the following 
  benefits: 
    Heightened Spell: When the hag casts a spell that forces a creature 
  to make a saving throw to resist the spell's effects, the hag can 
  spend 3 sorcery points to give one target of the spell disadvantage 
  on its first saving throw against the spell.
    Quickened Spell: When the hag casts a spell that has a casting 
  time of 1 action, the hag can spend 2 sorcery points to change the 
  casting time to 1 bonus action for this casting.
  Actions
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 4) slashing damage.  If the target is a creature, it must 
  succeed on a DC 15 Constitution saving throw or be poisoned for 24 
  hours.
  Death Glare. The hag targets one frightened creature she can see 
  within 30 feet of her. If the target can see the hag, it must succeed 
  on a DC 16 Wisdom saving throw against this magic or drop to 0 hit 
  points.
  Illusory Appearance. The hag covers herself and anything she is 
  wearing or carrying with a magical illu sion that makes her look like 
  an ugly creature of her general size and humanoid shape. The effect 
  ends if the hag takes a bonus action to end it or if she dies. 
    The changes wrought by this effect fail to hold up to physical 
  inspection. For example, the hag could appear to have no claws, 
  but someone touching her hand might feel the claws. Otherwise, 
  a creature must take an action to visually inspect the illusion and 
  succeed on a DC 21 Intelligence (Investigation) check to discern 
  that the hag is disguised.
  Reactions
  Confounding Cackle (Recharge 4-6). When a creature targets the 
  hag or the hag's ally with an attack, and the creature is within 30 
  feet, visible to and can hear the hag, the hag can force the creature 
  to make a DC 16 Charisma saving throw.  On a failed save, the hag 
  chooses another creature within reach or range of the attacker's 
  attack and the chosen creature becomes the target instead.  If there 
  are no other creatures within range, the hag imposes disadvantage 
  on the attacker's attack roll instead.  
  Elder Sea Hag
  Elder sea hags develop sorcerer abilities.  When attacked, it 
  can unleash a distracting cackle that misleads the attacker into 
  striking a different target.
     Elder sea hags take control of any humanoid and giant tribes 
  that live near its lair, as well as other monstrosities.  They often 
  have chuuls, merrow, sahuagin, and scrag trolls as guardians.   
  Elder sea hags also appear to have a natural affinity with oozes 
  and keep them as pets in their lair.  For some reason, the hag is 
  unaffected by any of the ooze's caustic qualities.
  
  147
  Chapter 1. Bestiary
  Half-Dragon Dinosaurs
  Half-Black Dragon 
  Bagaceratops
  Medium beast, unaligned
  Armor Class 14 (natural armor) 
  Hit Points 33 (6d8 + 6)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         14 (+2)      13 (+1)       12 (+1)        2 (-4)      12 (+1)         5 (-3)
   
  Skills Perception +3 
  Damage Resistances acid
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
  Languages Draconic 
  Challenge 2 (700 XP)
  Charge.  If the half-dragon 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 7 (2d6) piercing damage.  If the target is a Medium or 
  smaller creature, it must succeed on a DC 14 Strength saving throw 
  or be pushed up to 10 feet away and knocked prone.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) piercing Damage.
  Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage. 
  Acid Breath (Recharge 5-6). The half-dragon exhales acid in a 15-
  foot line that is 5 feet wide.  Each creature in that line must succeed 
  on a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on 
  a failed save, or half as much on a successful one.
  Half-Green Dragon 
  Megaraptor
  Large beast, unaligned
  Armor Class 13 (natural armor) 
  Hit Points 51 (6d10 + 18)
  Speed 50 ft.
  STR           DEX           CON           INT           WIS           CHA 
         19 (+4)      15 (+2)       17 (+3)       4 (-3)        12 (+1)        6 (-2)
   
  Skills Perception +3 
  Damage Resistances poison
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
  Languages Draconic 
  Challenge 3 (700 XP)
  Pounce. If the half-green dragon megaraptor moves at least 20 feet 
  straight toward a creature and then hits it with a claw attack on the 
  same turn, that target must succeed on a DC 14 Strength saving 
  throw or be knocked prone. If the target is prone, the half-green 
  dragon megaraptor can make one bite attack against it as a bonus 
  action.
  Actions
  Multiattack. The half-green dragon megaraptor makes three 
  attacks: one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 
  (1d10 + 4) piercing Damage. .
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 
  (1d10 + 4) slashing damage. 
  Poison Breath (Recharge 5-6). The half-red dragon tyrannosaurus 
  rex exhales fire in a 15-foot cone. Each creature in that area must 
  succeed on a DC 13 Dexterity saving throw, taking 21 (6d6) poison 
  damage on a failed save, or half as much damage on a successful 
  one.
  When Tiamat's second coming was thwarted by a group of 
  adventurers, it was the beginning of the end of the sudden rise of 
  the Cult of the Dragon as forces of the Lord's Alliance, the Order 
  of the Gauntlet, and the Harpers systematically struck each of the 
  cult's main lairs.  A small faction of the cult managed to escape 
  the Sword Coast and fled to the Chultan peninsula, carting off 
  with them several dozen unhatched dragon eggs.  As they began 
  building a foothold in one of the jungles, they experimented 
  combining the dragon eggs with dinosaur ones to create half-
  dragon dinosaurs which would serve them as guard drakes.  Some 
  examples of their creations are presented here.
  
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  Chapter 1. Bestiary
  Half-Red Dragon Allosaurus
  Large beast, unaligned
  Armor Class 13 (natural armor) 
  Hit Points 51 (6d10 + 18)
  Speed 60 ft.
  STR           DEX           CON           INT           WIS           CHA 
         19 (+4)      13 (+1)       17 (+3)       2 (-4)        12 (+1)        5 (-3) 
  Skills Perception +5 
  Damage Resistances fire
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 15
  Languages Draconic 
  Challenge 3 (700 XP)
  Pounce. If the half-dragon moves at least 30 feet straight toward 
  a creature and then hits it with a claw attack on the same turn, 
  that target must succeed on a DC 13 Strength saving throw or be 
  knocked prone. If the target is prone, the half-dragon can make one 
  bite attack against it as a bonus action.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 15 (2d10 + 4) piercing damage. .
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) bludgeoning damage. 
  Fire Breath (Recharge 5-6). The half-dragon exhales fire in a 15-foot 
  cone. Each creature in that area must make a DC l3 Dexterity saving 
  throw, taking 24 (7d6) fire damage on a failed save, or half as much 
  damage on a successful one.
  Half-Red Dragon 
  Tyrannosaurus Rex
  Huge beast, unaligned
  Armor Class 13 (natural armor) 
  Hit Points 136 (13d12 + 52)
  Speed 50 ft.
  STR           DEX           CON           INT           WIS           CHA 
         25 (+7)      10 (+0)       19 (+4)       2 (-4)        12 (+1)        9 (-1)
   
  Skills Perception +4 
  Damage Resistances fire
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  Languages Draconic 
  Challenge 11 (7,200 XP)
  Actions
  Multiattack. The half-red dragon tyrannosaurus rex makes two 
  attacks: one with its bite 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 half-red dragon tyrannosaurus rex can't 
  bite another target or use its fire breath.
  Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 
  20 (3d8 + 7) bludgeoning damage. 
  Fire Breath (Recharge 5-6). The half-red dragon tyrannosaurus 
  rex exhales fire in a 30-foot cone. Each creature in that area must 
  succeed on a DC 16 Dexterity saving throw, taking 56 (16d6) fire 
  damage on a failed save, or half as much damage on a successful 
  one.
  
  149
  Chapter 1. Bestiary
  Harpy Witch
  Medium monstrosity, chaotic evil
  Armor Class 11 (14 with mage armor)
  Hit Points 72 (13d8 + 13)
  Speed 20 ft., fly 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         12 (+1)       13 (+1)      12 (+1)        9 (-1)       12 (+1)       17 (+3)
  Saving Throws Wis +4, Cha +6
  Skills Arcana +2, Deception +6, Nature +4, Perception +4
  Senses passive Perception 14
  Languages Common
  Challenge 5 (1,800 XP)
  Agonizing Blast. When the harpy casts eldritch blast, she adds her 
  Charisma modifier to the damage it deals on a hit.
  Innate Spellcasting. The harpy's innate spellcasting ability is 
  Charisma (spell save DC 16). The harpy can innately cast the 
  following spells, without providing material components:
  At will: disguise self, mage armor (self only), silent image,  
    speak with animals
  Spellcasting. The harpy is an 11th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It 
  regains its expended spell slots when it finishes a short or long rest. 
  It knows the following warlock spells:
  Cantrips (at will): dancing lights, eldritch blast, friends, mage hand, 
    minor illusion, prestidigation, vicious mockery 
  1st level-5th level (3 5th-level slots): armor of agathys, charm
    monster, dominate beast, enervation, enemies abound, fear, greater 
    invisibility, hold monster, misty step, phantasmal force, synaptic 
    static
  1/day: circle of death
  Harpies
  Actions
  Multiattack. The harpy makes two attacks: one with its claws and 
  one with its mace.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
  Hit: 6 (2d4 + 1) slashing damage.
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
  Hit: 5 (1d8 + 1) bludgeoning damage.
  Luring Song. The harpy sings a magical melody. Every humanoid 
  and giant within 300 feet of the harpy that can hear the song must 
  succeed on a DC 14 Wisdom saving throw or be charmed until the 
  song ends. The harpy must take a bonus action on its subsequent 
  turns to continue singing. It can stop singing at any time. The song 
  ends if the harpy is incapacitated. 
    While charmed by the harpy, a target is incapacitated and ignores 
  the songs of other harpies. If the charmed target is more than 5 feet 
  away from the harpy, the target can take the Dash action on its turn 
  to move toward the harpy by the most direct route. It doesn't avoid 
  opportunity attacks, but before moving into damaging terrain, such 
  as lava or a pit , and whenever it takes damage from a source other 
  than the harpy, a target can repeat the saving throw. A creature can 
  also repeat the saving throw at the end of each of its turns . If a 
  creature's saving throw is successful , the effect ends on it. A target 
  that successfully saves is immune to this harpy's song for the next 
  24 hours.
  Reactions
  Vexing Screech (Recharge 4-6). When a creature within 30 feet 
  of the harpy, is visible to the harpy, and can hear the harpy makes 
  an attack roll but before the outcome is determined, the harpy 
  can impose disadvantage to the creature's attack roll. If the attack 
  misses, the creature must succeed on a DC 14 Charisma saving 
  throw or take 18 (4d8) psychic damage and is knocked prone.
  Harpy Witch
  A harpy that develops arcane talents eventually becomes a harpy 
  witch.  They become natural leaders of their gang.  When attacked, 
  they are able to unleash a piercing screech at the attacker that 
  causes it to fumble and take psychic damage.
  Harpy Witch Queen
  A harpy witch queen rules over all harpy gangs throughout its 
  territory, which can stretch for thousands of miles.  All harpy 
  witches report and pay tribute to her.
  
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  Harpy Witch Queen
  Medium monstrosity, chaotic evil
  Armor Class 12 (15 with mage armor)
  Hit Points 124 (19d8 + 38)
  Speed 20 ft., fly 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         14 (+2)       14 (+2)      14 (+2)     11 (+0)       14 (+2)      19 (+4)
  Saving Throws Dex +6, Wis +6, Cha +8
  Skills Arcana +4, Deception +8, Nature +6, Perception +6
  Senses passive Perception 16
  Languages Common
  Challenge 10 (5,900 XP)
  Agonizing Blast. When the harpy casts eldritch blast, she adds her 
  Charisma modifier to the damage it deals on a hit.
  Innate Spellcasting. The harpy's innate spellcasting ability is 
  Charisma (spell save DC 16). The harpy can innately cast the 
  following spells, without providing material components:
  At will: disguise self, mage armor (self only), silent image,  
    speak with animals
  Spellcasting. The harpy is an 17th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It 
  regains its expended spell slots when it finishes a short or long rest. 
  It knows the following warlock spells:
  Cantrips (at will): dancing lights, eldritch blast, friends, mage hand, 
    minor illusion, prestidigation, vicious mockery 
  1st level-5th level (4 5th-level slots): armor of agathys, charm 
  monster, dominate beast, dispel magic, enervation, enemies abound, 
  fear, greater invisibility, hold monster, mind spike, misty step, 
  negative energy flood, phantasmal force, synaptic static
  1/day: circle of death, power word pain, dominate monster, psychic
    scream
  Actions
  Multiattack. The harpy makes two attacks: one with its claws and 
  one with its mace.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
  Hit: 6 (2d4 + 2) slashing damage.
  Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.  
  Hit: 6 (1d8 + 2) piercing damage plus 14 (4d6) poison damage.
  Luring Song. The harpy sings a magical melody. Every humanoid 
  and giant within 300 feet of the harpy that can hear the song must 
  succeed on a DC 16 Wisdom saving throw or be charmed until the 
  song ends. The harpy must take a bonus action on its subsequent 
  turns to continue singing. It can stop singing at any time. The song 
  ends if the harpy is incapacitated. 
    While charmed by the harpy, a target is incapacitated and ignores 
  the songs of other harpies. If the charmed target is more than 5 feet 
  away from the harpy, the target can take the Dash action on its turn 
  to move toward the harpy by the most direct route. It doesn't avoid 
  opportunity attacks, but before moving into damaging terrain, such 
  as lava or a pit , and whenever it takes damage from a source other 
  than the harpy, a target can repeat the saving throw. A creature can 
  also repeat the saving throw at the end of each of its turns . If a 
  creature's saving throw is successful , the effect ends on it. A target 
  that successfully saves is immune to this harpy's song for the next 
  24 hours.
  Reactions
  Vexing Screech (Recharge 4-6). When a creature within 30 feet 
  of the harpy, is visible to the harpy, and can hear the harpy makes 
  an attack roll but before the outcome is determined, the harpy 
  can impose disadvantage to the creature's attack roll. If the attack 
  misses, the creature must succeed on a DC 16 Charisma saving 
  throw or take 26 (6d8) psychic damage and is knocked prone.
  
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  Nessian Warhound
  Large beast, lawful evil
  Armor Class 16 (natural armor) 
  Hit Points 133 (14d10 + 56)
  Speed 60 ft.
  STR           DEX           CON           INT           WIS           CHA 
         21 (+5)      12 (+1)       18 (+4)       4 (-3)        15 (+2)        6 (-2) 
  Skills Perception +8 
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 18
  Languages understands Infernal but can't speak it 
  Challenge 5 (1,800 XP)
  Keen Hearing and Smell. The warhound has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell.
  Pack Tactics. The warhound has advantage on an attack roll against 
  a creature if at least one of the warhound's allies is within 5 feet of 
  the creature and the ally isn't incapacitated.
  Pounce. If the warhound moves at least 30 feet straight toward 
  a creature and then hits it with a bite attack on the same turn, 
  that target must succeed on a DC 16 Strength saving throw or be 
  knocked prone. 
  Actions
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 15 (2d8 + 5) piercing damage plus 10 (3d6) fire damage.
  Fire Breath (Recharge 5-6). The warhound exhales fire in a 30-foot 
  cone. Each creature in that area must make a DC l5 Dexterity saving 
  throw, taking 35 (10d6) fire damage on a failed save, or half as much 
  damage on a successful one.
  Hell Hound
  Nessian Warhound
  In the wilds of the elemental plane of fire, nessian warhounds 
  look like giant hellhounds with coal black fur.   Pups are usually 
  captured by efreet, fire giants, and devils.  They are often trained 
  as vicious guards and often outfitted with chain mail barding.
  
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  Battle Horror
  Large construct, neutral
  Armor Class 21 (plate, shield)
  Hit Points 126 (12d10 + 60)
  Speed 40 ft., fly 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         22 (+6)       13 (+1)       20 (+5)     10 (+0)      10 (+0)      10 (+0)
  Skills Perception +8
  Damage Immunities force, necrotic, poison; bludgeoning, piercing, 
  and slashing from nonmagical weapons that aren't adamantine 
  Condition Immunities blinded, charmed, deafened , frightened,
    paralyzed, petrified, poisoned, stunned
  Senses truesight 60 ft. (blind beyond this radius), passive 
    Perception 18
  Languages understands the languages of its creator but
    can't speak 
  Challenge 12 (8,400 XP)
  Magic Resistance. The battle horror has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The battle horror's weapon attacks are magical. 
  Spell Immunity. The battle horror is immune to six spells chosen 
  by its creator.  Typical immunities include fireball, heat metal, and 
  lightning bolt.
  Actions
  Multiattack.  The battle horror makes three longsword attacks.
  Greatsword. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 20 (4d6 + 6) slashing damage plus 7 (2d6) fire damage.
  Reactions
  Parry. The battle horror adds 4 to its AC against one melee attack 
  that would hit it. To do so, the battle horror must see the attacker 
  and be wielding a melee weapon. 
  Spell Reflection. If the battle horror makes a successful saving 
  throw against a spell, or a spell attack misses it, the battle horror 
  can choose another creature (including the spellcaster) it can see 
  within 30 feet of it. The spell targets the chosen creature instead 
  of the battle horror. If the spell forced a saving throw, the chosen 
  creature makes its own save. If the spell was an attack, the attack 
  roll is rerolled against the chosen creature.
  Helmed Horror
  Battle Horrors
  A battle horror is a larger and more powerful version of the 
  helmed horror.  Aside from the normal qualities of a helmed 
  horror, it has the ability to redirect a spell that was thrown at it.  
  Their weapons are always enchanted with the flaming, lightning, 
  or frost quality, although flaming appears to be the most common.  
  When a battle horror is destroyed, the weapon loses its magical 
  qualities.
  
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  Hippogriffs
  Hippogriff Alpha
  Large monstrosity, unaligned
  Armor Class 12
  Hit Points 38 (5d10 + 10)
  Speed 40 ft., fly 60 ft.
  STR           DEX           CON           INT           WIS           CHA 
          19 (+4)      14 (+2)      15 (+2)       2 (-4)       14 (+2)       10 (+0)
  Skills Perception +6
  Senses passive Perception 16
  Languages ----- 
  Challenge 2 (450 XP)
  Keen Sight. The griffon has advantage on Wisdom (Perception)
  checks that rely on sight. 
  Actions
  Multiattack. The griffon makes two attacks: one with its beak and 
  one with its claws.  
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft.,  one target. 
  Hit: 8 (1d10 + 4) percing damage.  
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage.  
  War Hippogriff
  Large monstrosity, unaligned
  Armor Class 16 (scale mail)
  Hit Points 60 (7d10 + 21)
  Speed 40 ft., fly 60 ft.
  STR           DEX           CON           INT           WIS           CHA 
          19 (+4)      14 (+2)      16 (+3)       2 (-4)       14 (+2)       10 (+0)
  Skills Perception +6
  Senses passive Perception 16
  Languages ----- 
  Challenge 3 (700 XP)
  Keen Sight. The griffon has advantage on Wisdom (Perception)
  checks that rely on sight. 
  Actions
  Multiattack. The griffon makes two attacks: one with its beak and 
  one with its claws.  
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft.,  one target. 
  Hit: 8 (1d10 + 4) percing damage.  
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage. 
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 9 (2d4 + 4) bludgeoning damage and if the target is a Large or 
  smaller creature it must succeed on a DC 14 Strength saving throw 
  or be pushed 5 feet away and be knocked prone. 
  Reactions
  Rear Kick (Recharge 4-6). When a creature ends its turn within 5 
  feet of the hippogriff and is visible to the hippogriff, the hippogriff 
  can attack it with its hooves.
   
  Alpha
  A hippogriff alpha is the leader of a hippogriff pack and is often the 
  largest male in the group.
  War Hippogriff
  When hippogriffs are captured young and trained, they can 
  become war hippogriffs.  They are able to kick foes with their 
  hooves if an unsuspecting creature moves too close to it.
  
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  Chapter 1. Bestiary
  Hobgoblins
  Hobgoblin Scout
  Medium humanoid (goblinoid), lawful evil
  Armor Class 17 (studded leather, shield)
  Hit Points 23 (5d8)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          10 (+0)      16 (+3)      10 (+0)      10 (+0)      10 (+0)        9 (-1)
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin 
  Challenge 1 (200 XP)
  Lightfooted. The hobgoblin can take the Dash or Disengage action 
  as a bonus action on each of its turns. 
  Martial Advantage (1/Turn). The hobgoblin can deal an extra 7 
  (2d6) damage to a creature it hits with a weapon attack if that 
  creature is within 5 feet of an ally of the hobgoblin and that ally isn't 
  incapacitated.
  Actions
  Multiattack.  The hobgoblin makes two shortsword attacks or two 
  longbow attacks.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 6 (1d6 + 3) piercing damage.
  Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage.
  Hobgoblin Dreadmaster
  Medium humanoid (goblinoid), lawful evil
  Armor Class 19 (splint, shield)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)      10 (+0)      14 (+2)      10 (+0)      10 (+0)      16 (+3)
  Saving Throws Str +6, Con +5, Wis +3, Cha +5
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin 
  Challenge 6 (2,300 XP)
  Aura of Dread. A creature hostile to the hobgoblin that starts its turn 
  within 20 feet of the hobgoblin must succeed on a DC 14 Wisdom 
  saving throw, unless the hobgoblin is incapacitated. On a failed 
  save, the target is frightened until the start of its next turn. While 
  frightened in this way, the target can't perform any actions except 
  move up to half its speed. If a creature's saving throw is successful, 
  the creature is immune to the hobgoblin's Aura of Dread for the next 
  24 hours. 
  Martial Advantage (1/Turn). The hobgoblin can deal an extra 10 
  (3d6) damage to a creature it hits with a weapon attack if that 
  creature is within 5 feet of an ally of the hobgoblin and that ally isn't 
  incapacitated.
  Smite (1/Turn). As a bonus action, when the hobgoblin hits a 
  creature with a weapon attack, it can expend a 1st level spell slot 
  to deal an extra 2d8 necrotic damage and the target must succeed 
  on a DC 14 Wisdom saving throw or become frightened until the 
  end of its next turn.  The creature is paralyzed while frightened. 
  If the hobgoblin expends a spell slot of 2nd level or higher, the 
  extra necrotic damage increases by 1d8 for each level above 1st 
  (maximum 5d8). 
  Spellcasting. The hobgoblin is a 10th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 14). It has the 
  following paladin spells prepared:
  1st level (4 slots): bane, command, hunter's mark
  2nd level (3 slots): hold person, misty step
  3rd level (2 slots): crusader's mantle, haste
  Actions
  Multiattack.  The hobgoblin makes two morningstar attacks or two 
  longbow attacks.  It can use Command Ally in place of one weapon 
  attack.
  Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
  Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) necrotic damage.
  Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one 
  target. Hit: 5 (1d8 + 1) piercing damage.
  Command Ally. The hobgoblin targets an ally within 30 feet that can 
  see and hear the hobgoblin.  The target uses its reaction to move up 
  to half its speed and make one melee attack.
  Dreadmaster's Presence (1/Day). Each ally within 30 feet of the 
  hobgoblin, can see the hobgoblin, and not already affected by 
  Dreadmaster's Presence gain advantage on attack rolls until the 
  start of the hobgoblin's next turn.  Each creature of the hobgoblin's 
  choice that is within 30 feet of it, can see it, and not already affected 
  by Dreadmaster's Presence become frightened until the start of the 
  hobgoblin's next turn. 
  Dreadmaster
  A hobgoblin dreadmaster is a blackguard serving the god Bane.  
  They are tasked to plan battle strategies and lead troops into 
  battle.  
    Dread Companion.  Dreadmasters always have a special 
  beast or monstrous companion known as a dread beast that has 
  absolute loyalty to its dreadmaster.  Typical dread beasts are 
  displacer beasts, hell hounds, and nightmares.  
  Scout
  A hobgoblin serve as rangers and spies for the hobgoblin army.  In 
  battle, they provide long range support.
  
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  Chapter 1. Bestiary
  3rd level (3 slots): fireball, fly, lightning bolt
  Sorcery Points. The hobgoblin has 6 sorcery points. It can spend l 
  or more sorcery points as a bonus action to gain one of the following 
  benefits: 
    Empowered Spell: When the hobgoblin rolls damage for a spell, 
  it can spend 1 sorcery point to reroll up to 3 damage dice. It must 
  use the new rolls. It can use Empowered Spell even if it has already 
  used a different Metamagic option during the casting of the spell.
    Quickened Spell: When the hobgoblin casts a spell that has a 
  casting time of 1 action, the giant can spend 2 sorcery points to 
  change the casting time to 1 bonus action for this casting.
  Actions
  Multiattack.  The hobgoblin makes two spear attacks.
  Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 6 (1d6 + 2) piercing damage, or 7 
  (1d8 + 3) piercing damage if used with two hands to make a melee 
  attack.
  Acid Breath (1/Day). The hobgoblin exhales acid in an 30-foot line 
  that is 5 feet wide. Each creature in that line must succeed on a DC 
  13 Dexterity saving throw, taking 17 (5d6) acid damage on a failed 
  save, or half as much damage on a successful one.
  Fire Breath (1/Day). The hobgoblin exhales fire in a 15-foot cone. 
  Each creature in that area must succeed on a DC 13 Dexterity 
  saving throw, taking 17 (5d6) fire damage on a failed save, or half as 
  much damage on a successful one.
  Hobgoblin Talon of Tiamat
  Medium humanoid (hobgoblin), lawful evil
  Armor Class 17 (scale mail, shield)
  Hit Points 72 (11d8 + 22)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      12 (+1)      14 (+2)      10 (+0)      10 (+0)      16 (+3)
  Saving Throws Con +5, Wis +3, Cha +6
  Skills Arcana +3, Intimidation +6, Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Goblin 
  Challenge 7 (2,900 XP)
  Arcane Advantage (1/Turn). The hobgoblin can deal an extra 7 
  (2d6) damage to a creature it hits with a damaging spell attack if that 
  creature is within 5 feet of an ally of the hobgoblin and that ally isn't 
  incapacitated.
  Martial Advantage (1/Turn). The hobgoblin can deal an extra 7 
  (2d6) damage to a creature it hits with a weapon attack if that 
  creature is within 5 feet of an ally of the hobgoblin and that ally isn't 
  incapacitated.
  Spellcasting. The hobgoblin is a 6th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It 
  has the following sorcerer spells prepared:
  Cantrips (at will): fire bolt, mage hand, minor illusion, poison spray
  1st level (4 slots): chromatic orb, shield
  2nd level (3 slots): scorching ray, mirror image
  
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  Chapter 1. Bestiary
  Hobgoblin Veteran
  Medium humanoid (goblinoid), lawful evil
  Armor Class 18 (chain mail, shield)
  Hit Points 33 (5d8 + 10)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)      12 (+1)      14 (+2)      10 (+0)      10 (+0)        9 (-1)
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin 
  Challenge 2 (450 XP)
  Martial Advantage (1/Turn). The hobgoblin can deal an extra 7 
  (2d6) damage to a creature it hits with a weapon attack if that 
  creature is within 5 feet of an ally of the hobgoblin and that ally isn't 
  incapacitated.
  Actions
  Multiattack.  The hobgoblin makes two longsword attacks or two 
  longbow attacks.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if 
  used with two hands.
  Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one 
  target. Hit: 5 (1d8 + 1) piercing damage.
  Reactions
  Direct Counterstrike. In response to a creature missing the 
  hobgoblin with a melee attack and the attacker is visible to the 
  hobgoblin, it can target an ally within 5 feet of the creature.  If the 
  ally can see and hear the hobgoblin, it uses its reaction to make one 
  melee weapon attack against the creature with advantage on the 
  attack roll.
  Hobgoblin War Priest
  Medium humanoid (goblinoid), lawful evil
  Armor Class 18 (chain mail, shield)
  Hit Points 72 (11d8 + 22)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)      10 (+0)      14 (+2)      10 (+0)      16 (+3)      12 (+1)
  Saving Throws Con +3, Wis +5
  Skills Intimidation +6, Religion +3
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin 
  Challenge 4 (1,100 XP)
  Martial Advantage (1/Turn). The hobgoblin can deal an extra 10 
  (3d6) damage to a creature it hits with a weapon attack if that 
  creature is within 5 feet of an ally of the hobgoblin and that ally isn't 
  incapacitated.
  Spellcasting. The hobgoblin is a 6th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It 
  has the following cleric spells prepared:
  Cantrips (at will): guidance, sacred flame, thaumaturgy, toll the dead
  1st level (4 slots): bane, command, divine favor, guiding bolt, 
    healing word, shield  of faith
  2nd level (3 slots): hold person, magic weapon, silence, 
    spiritual weapon  
  3rd level (3 slots): bestow curse, crusader's mantle, mass healing
    word, spirit guardians 
  Actions
  Multiattack.  The hobgoblin makes two morningstar attacks. 
  Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) bludgeoning damage.
  Reactions
  Guided Strike (Recharges after a Short or Long Rest). The 
  hobgoblin grants a + 10 bonus to an attack roll made by itself or 
  another creature within 30 feet of it. The hobgoblin can make this 
  choice after the roll is made but before it hits or misses.
  Talon of Tiamat
  The Talon of Tiamat is a champion of the Dragon Queen and 
  all evil dragons.  It serves to enforce the Dark Lady's will by 
  destroying metallic dragons and its allies, such as the Harpers and 
  the Lord's Alliance.
    Aside from its sorcerous abilities, it can also magically breathe 
  two types of dragon fire at its foes.  
  Veteran
  The hobgoblin veteran normally trains young hobgoblins for war 
  and are often encountered with them.  The veteran is an effective 
  combatant due to its experience and familiarity with how its allies 
  fight.
  War Priest
  The war priest is a worshipper of Maglubiyet, the goblinoid god 
  of war and domination.  They are usually found leading goblinoid 
  armies to battle or planning military strategies with other 
  goblinoid leaders.   It prefers to use its spells to wreak havoc on its 
  foes than heal its wounded allies.
  
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  Chapter 1. Bestiary
  Hook Horrors
  Hook Horror Alpha
  Large monstrosity, neutral
  Armor Class 16 (natural armor)
  Hit Points 102 (12d10 + 36)
  Speed 30 ft., climb 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          20 (+5)      10 (+0)      16 (+3)       6 (-2)       13 (+1)         7 (-2)
  Skills Perception +4
  Senses blindsight 60 ft., darkvision 10 ft., passive Perception 14
  Languages Hook Horror
  Challenge 5 (1,800 XP)
  Echolocation.  The hook horror can't use its blindsight while 
  deafened.
  Keen Hearing. The hook horror has advantage on Wisdom 
  (Perception)checks that rely on hearing. 
  Pack Tactics. The hook horror has advantage on an attack roll 
  against a creature if at least one of the hook horror's allies is within 
  5 feet of the creature and the ally isn't incapacitated.
  Packmaster. An allied hook horror that starts its turn within 30 feet 
  of this hook horror and that can see and hear this hook horror gains 
  Pack Tactics until the start of its next turn. 
  Actions
  Multiattack. The hook horror makes two hook attacks.   If both hook 
  attacks hit the same creature, the hook horror can make one beak 
  attack against the same target.
  Hook. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 12 (2d6 + 5) slashing damage.  
  Beak. Melee Weapon Attack: +8 to hit, reach 5 ft.,  one target. 
  Hit: 9 (1d8 + 5) percing damage.  
  Hook Horror Clan Mother
  Huge monstrosity, neutral
  Armor Class 17 (natural armor)
  Hit Points 158 (15d12 + 60)
  Speed 40 ft., climb 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
          22 (+6)      10 (+0)      18 (+4)       6 (-2)       14 (+2)         8 (-1)
  Skills Perception +5
  Senses blindsight 60 ft., darkvision 10 ft., passive Perception 15
  Languages Hook Horror
  Challenge 7 (2,900 XP)
  Echolocation.  The hook horror can't use its blindsight while 
  deafened.
  Keen Hearing. The hook horror has advantage on Wisdom 
  (Perception)checks that rely on hearing. 
  Pack Tactics. The hook horror has advantage on an attack roll 
  against a creature if at least one of the hook horror's allies is within 
  5 feet of the creature and the ally isn't incapacitated.
  Packmaster. An allied hook horror that starts its turn within 30 feet 
  of this hook horror and that can see and hear this hook horror gains 
  Pack Tactics until the start of its next turn. 
  Actions
  Multiattack. The hook horror makes three attacks: one with its beak 
  and two with its hooks.  
  Beak. Melee Weapon Attack: +9 to hit, reach 5 ft.,  one target. 
  Hit: 14 (2d8 + 5) percing damage.  
  Hook. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 15 (3d6 + 5) slashing damage and the target is grappled (escape 
  DC 16).  Until this grapple ends, the target is restrained and the 
  hook horror can automatically hit the target with its hook attack but 
  can't use one of its hook attacks against other targets.
  Alpha
  The hook horror alpha is always the largest and most battle-
  scarred hook horror in its pack.  It leads hunting forays into 
  humanoid territories and is always the first to strike.  
    Beak Strike.  During combat, after hitting its prey with both its 
  hooks, it can make a beak attack.
  Clan Mother
  The clan mother is a hulking 15-foot tall matriarch of the hook 
  horrors.  It can attack with both its hooks and its beak.
  
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  Chapter 1. Bestiary
  Hydras
  Cryohydra
  Huge monstrosity, neutral
  Armor Class 15 (natural armor)
  Hit Points 172 (15d12 + 75)
  Speed 30 ft., swim 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          20 (+5)      12 (+1)      20 (+5)       2 (-4)       10 (+0)         7 (-2)
  Skills Perception +6
  Damage Immunities cold 
  Senses darkvision 10 ft., passive Perception 16
  Languages -----
  Challenge 9 (5,000 XP)
  Hold Breath. The hydra can hold its breath for 1 hour.  
  Multiple Heads. The hydra has five heads. While it has more than 
  one head, the hydra has advantage on saving throws against being 
  blinded, charmed, deafened, frightened, stunned, and knocked 
  unconscious. 
    Whenever the hydra takes 25 or more damage in a single turn, one 
  of its heads dies. If all its heads die, the hydra dies. 
    At the end of its turn, it grows two heads for each of its heads that 
  died since its last turn, unless it has taken fire damage since its last 
  turn. The hydra regains 10 hit points for each head regrown in this 
  way. 
  Reactive Heads. For each head the hydra has beyond one, it gets an 
  extra reaction that can be used only for opportunity attacks.
  Wakeful. While the hydra sleeps, at least one of its heads is awake.
  Actions
  Multiattack. The hydra makes as many bite attacks as it has heads, 
  each of which it can replace with one use of Cold Breath. 
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft.,  one target. 
  Hit: 10 (1d10 + 5) percing damage plus 3 (1d6) cold damage.  
  Cold Breath (1/Turn). One of the hydra's heads exhales cold in a 
  15-foot cone. Each creature in that area must succeed on a DC 17 
  Dexterity saving throw, taking 17 (5d6) cold damage on a failed save, 
  or half as much damage on a successful one.
  Cryohydra
  The cryohydra has a mottled white hide with a pale white 
  underside.  Each of its heads has the ability to breathe frost in a 
  15-foot cone, but since the hydra has only one set of lungs, only 
  one of the heads can do so per turn.  They are normally found in 
  the arctic terrain, such as glaciers and icy caverns.  Frost giants 
  sometimes keep them as guards.
  
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  Fen Hydra
  Large monstrosity, neutral
  Armor Class 14 (natural armor)
  Hit Points 128 (14d10 + 45)
  Speed 20 ft., swim 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)      12 (+1)      16 (+3)       2 (-4)       10 (+0)         6 (-2)
  Skills Perception +6
  Senses darkvision 10 ft., passive Perception 16
  Languages -----
  Challenge 6 (2,300 XP)
  Amphibious. The hydra can breathe air and water.  
  Multiple Heads. The hydra has five heads. While it has more than 
  one head, the hydra has advantage on saving throws against being 
  blinded, charmed, deafened, frightened, stunned, and knocked 
  unconscious. 
    Whenever the hydra takes 20 or more damage in a single turn, one 
  of its heads dies. If all its heads die, the hydra dies. 
    At the end of its turn, it grows two heads for each of its heads that 
  died since its last turn, unless it has taken fire damage since its last 
  turn. The hydra regains 8 hit points for each head regrown in this 
  way. 
  Reactive Heads. For each head the hydra has beyond one, it gets an 
  extra reaction that can be used only for opportunity attacks.
  Wakeful. While the hydra sleeps, at least one of its heads is awake.
  Actions
  Multiattack. The hydra makes as many bite attacks as it has heads.  
  Bite. Melee Weapon Attack: +6 to hit, reach 10 ft.,  one target. 
  Hit: 8 (1d10 + 3) percing damage.  
  Fen Hydra
  The fen hydra is a smaller and legless species of hydra.  While it 
  can slither on land, it is an excellend swimmer and is commonly 
  encountered submerged in flooded marshy terrain or large bodies 
  of water.
  
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  Gulguthydra
  Huge monstrosity, neutral
  Armor Class 16 (natural armor)
  Hit Points 225 (18d12 + 108)
  Speed 30 ft., swim 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          22 (+6)      12 (+1)      22 (+6)       2 (-4)       10 (+0)         7 (-2)
  Skills Perception +7
  Damage Immunities acid 
  Senses darkvision 10 ft., passive Perception 17
  Languages -----
  Challenge 14 (10,000 XP)
  Hold Breath. The hydra can hold its breath for 1 hour.  
  Multiple Heads. The hydra has five heads. While it has more than 
  one head, the hydra has advantage on saving throws against being 
  blinded, charmed, deafened, frightened, stunned, and knocked 
  unconscious. 
    Whenever the hydra takes 40 or more damage in a single turn, one 
  of its heads dies. If all its heads die, the hydra dies. 
    At the end of its turn, it grows two heads for each of its heads that 
  died since its last turn, unless it has taken fire damage since its last 
  turn. The hydra regains 15 hit points for each head regrown in this 
  way. 
  Reactive Heads. For each head the hydra has beyond one, it gets an 
  extra reaction that can be used only for opportunity attacks.
  Stench. Any creature that starts its turn within 10 feet of the 
  gulguthydra must succeed on a DC 19 Constitution saving throw or 
  be poisoned until the start of its next turn. On a successful saving 
  throw, the creature is immune to the gulguthydra's Stench for 24 
  hours. 
  Wakeful. While the hydra sleeps, at least one of its heads is awake.
  Actions
  Multiattack. The hydra makes as many bite attacks as it has heads, 
  and two tentacle attacks.  It can replace both tentacle attacks with 
  tentacle slam.  
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,  one target. 
  Hit: 11 (1d10 + 6) percing damage.  If the target is a creature, it 
  must succeed on a DC 19 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: +11 to hit, reach 15 ft.,  one target. 
  Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) piercing damage.  
  If the target is Large or smaller, it is grappled (escape DC 16) 
  and restrained until the grapple ends. The gulguthydra has two 
  tentacles, each of which can grapple one target.
  Tentacle Slam. The gulguthydra slams creatures grappled by it into 
  each other or a solid surface. Each creature must succeed on a DC 
  19 Strength saving throw or take 20 (4d6 + 6) bludgeoning damage 
  and be stunned until the end of the gulguthydra's next turn. On a 
  successful save, the target takes half the bludgeoning damage and 
  isn't stunned.
  Gulguthydra
  The bizarre and horrid gulguthydra 
  is a hybrid mix of hydra and the 
  disgusting otyugh.  It looks like a 
  disease-ridden hydra with two otyugh-like 
  tentacles.  A horrendous stench emanates 
  from it, nauseating any who come near it.  
    Carnivorous Scavenger. The gulguthydra 
  is a scavenger that will try to eat 
  anything that looks or used 
  to look alive.  It will always 
  prefer living creatures over 
  carrion.  It can devastate 
  a whole ecosystem if left 
  unchecked.  Fortunately, they 
  are extremely rare.
  
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  Chapter 1. Bestiary
  Pyrohydra
  Huge monstrosity, neutral
  Armor Class 15 (natural armor)
  Hit Points 184 (16d12 + 80)
  Speed 30 ft., swim 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          20 (+5)      12 (+1)      20 (+5)       2 (-4)       10 (+0)         7 (-2)
  Skills Perception +6
  Damage Immunities fire 
  Senses darkvision 10 ft., passive Perception 16
  Languages -----
  Challenge 11 (7,200 XP)
  Hold Breath. The hydra can hold its breath for 1 hour.  
  Multiple Heads. The hydra has five heads. While it has more than 
  one head, the hydra has advantage on saving throws against being 
  blinded, charmed, deafened, frightened, stunned, and knocked 
  unconscious. 
    Whenever the hydra takes 30 or more damage in a single turn, one 
  of its heads dies. If all its heads die, the hydra dies. 
    At the end of its turn, it grows two heads for each of its heads that 
  died since its last turn, unless it has taken cold damage since its last 
  turn. The hydra regains 12 hit points for each head regrown in this 
  way. 
  Reactive Heads. For each head the hydra has beyond one, it gets an 
  extra reaction that can be used only for opportunity attacks.
  Wakeful. While the hydra sleeps, at least one of its heads is awake.
  Actions
  Multiattack. The hydra makes as many bite attacks as it has heads, 
  each of which it can replace with one use of Fire Breath. 
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft.,  one target. 
  Hit: 10 (1d10 + 5) percing damage plus 4 (1d8) fire damage.  
  Fire Breath (1/Turn). One of the hydra's heads exhales fire in a 
  15-foot cone. Each creature in that area must succeed on a DC 17 
  Dexterity saving throw, taking 22 (5d8) fire damage on a failed save, 
  or half as much damage on a successful one.
  Mordant Hydra
  Huge monstrosity, neutral
  Armor Class 16 (natural armor)
  Hit Points 213 (17d12 + 102)
  Speed 30 ft., swim 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          22 (+6)      12 (+1)      22 (+6)       2 (-4)       10 (+0)         7 (-2)
  Skills Perception +7
  Damage Immunities acid 
  Senses darkvision 10 ft., passive Perception 17
  Languages -----
  Challenge 13 (10,000 XP)
  Hold Breath. The hydra can hold its breath for 1 hour.  
  Multiple Heads. The hydra has five heads. While it has more than 
  one head, the hydra has advantage on saving throws against being 
  blinded, charmed, deafened, frightened, stunned, and knocked 
  unconscious. 
    Whenever the hydra takes 40 or more damage in a single turn, one 
  of its heads dies. If all its heads die, the hydra dies. 
    At the end of its turn, it grows two heads for each of its heads that 
  died since its last turn, unless it has taken fire damage since its last 
  turn. The hydra regains 15 hit points for each head regrown in this 
  way. 
  Reactive Heads. For each head the hydra has beyond one, it gets an 
  extra reaction that can be used only for opportunity attacks.
  Wakeful. While the hydra sleeps, at least one of its heads is awake.
  Actions
  Multiattack. The hydra makes as many bite attacks as it has heads, 
  each of which it can replace with one use of Acid Breath.  
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,  one target. 
  Hit: 11 (1d10 + 6) percing damage plus 5 (1d10) acid damage.
  Acid Breath (Recharge 6). One of the hydra's heads exhales acid in 
  an 30-foot line that is 5 feet wide. Each creature in that line must 
  succeed on a DC 19 Dexterity saving throw, taking 27 (5d10) acid 
  damage on a failed save, or half as much damage on a successful 
  one.
    
  Mordant
  The mordant hydra has a dark purple and mottled hide 
  with a light purplish underside.  Each of its heads has 
  the ability to breathe acid in a 30-foot line but since the 
  hydra has only one set lungs, only one of the heads can 
  do so per turn.  
  Pyrohydra
  The pyrohydra has a scaly, dark red hide with a light 
  underside.  Each of its heads has the ability to breathe 
  fire in a 15-foot cone, but since the hydra has only one 
  set of lungs, only one of the heads can do so per turn.  It  
  can normally be found in the hottest of environments, 
  such as a lava-filled cavern or inside an active volcano's 
  basin.  They are sometimes kept as guards by fire giants 
  and efreet.
  
  162
  Chapter 1. Bestiary
  Jackalweres
  Jackalwere Thug
  Medium humanoid (shapechanger), lawful evil
  Armor Class 13
  Hit Points 39 (7d8 + 7)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          11 (+0)      16 (+3)      12 (+1)      13 (+1)      11 (+0)      10 (+0)
  Skills Deception +4, Perception +2, Stealth +5
  Immunities bludgeoning, piercing, and slashing damage from
    nonmagical weapons that aren't silvered
  Senses passive Perception 12
  Languages Common (can't speak in jackal form) 
  Challenge 1 (200 XP)
  Shapechanger. The jackalwere can use its action to polymorph into 
  a specific Medium human or a jackal-humanoid hybrid, or back into 
  its true form (that of a Small jackal). Other than its size, 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. 
  Keen Hearing and Smell. The jackalwere has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell.
  Pack Tactics. The jackalwere has advantage on an attack roll against 
  a creature if at least one of the warhound's allies is within 5 feet of 
  the creature and the ally isn't incapacitated.
  Sneak Attack (1/Turn). The jackalwere deals an extra 7 (2d6) 
  damage when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 feet 
  of an ally of the jackalwere that isn't incapacitated and the 
  jackalwere doesn't have disadvantage on the attack roll.
  Actions
  Bite (Jackal or Hybrid Form Only). Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target.  Hit: 5 (1d4 + 3) piercing damage.
  Scimitar (Human or Hybrid Form Only). Melee Weapon Attack: +5 
  to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  Sleep Gaze. The jackalwere gazes at one creature it can see within 
  30 feet of it. The target must make a DC 10 Wisdom saving throw. 
  On a failed save, the target succumbs to a magical slumber, falling 
  unconscious for 10 minutes or until someone uses an action to 
  shake the target awake. A creature that successfully saves against 
  the effect is immune to this jackalwere's gaze for the next 24 hours. 
  Undead and creatures immune to being charmed aren't affected by 
  it.  
  Thug
  A typical jackalwere would never attack in the open and will 
  always prefer a more subtle way to get at its intended victims.  A 
  jackalwere thug, on the other hand, does not have the patience 
  and will simply ambush its prey or overwhelm it through sheer 
  numbers.  They are still cowards though, and flee if they feel they 
  cannot win the fight without costing a lot.
    They almost always serve the lamia, but some have been 
  employed by night hags, mummy lords, and oni lords.
  
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  Chapter 1. Bestiary
  Psychic Blades (3/day). The jackalwere deals an extra 10 (3d6) 
  damage when it hits a target with a weapon attack.
  Spellcasting. The jackalwere is a 6th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 13, +5 to hit with 
  spell attacks). It has the following bard spells prepared:
  Cantrips (at will): minor illusion, thunderclap, vicious mockery
  1st level (4 slots): charm person, dissonant whispers, earth tremor,
    thunderwave 
  2nd level (3 slots): blindness/deafness, hold person
  3rd level (3 slots): catnap, enemies abound, major image
  Actions
  Bite (Jackal or Hybrid Form Only). Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target.  Hit: 4 (1d4 + 2) piercing damage.
  Scimitar (Human or Hybrid Form Only). Melee Weapon Attack: +4 
  to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  Sleep Gaze. The jackalwere gazes at one creature it can see within 
  30 feet of it. The target must make a DC 10 Wisdom saving throw. 
  On a failed save, the target succumbs to a magical slumber, falling 
  unconscious for 10 minutes or until someone uses an action to 
  shake the target awake. A creature that successfully saves against 
  the effect is immune to this jackalwere's gaze for the next 24 hours. 
  Undead and creatures immune to being charmed aren't affected by 
  it.  
  Reactions
  Vexing Howl (Recharge 4-6). When a creature within 30 feet of the 
  jackalwere, is visible to the jackalwere, and can hear the jackalwere  
  makes an attack roll but before the outcome is determined, the 
  jackalwere can impose disadvantage to the creature's attack roll. If 
  the attack misses, the creature must succeed on a DC 13 Charisma 
  saving throw or take 13 (3d8) psychic damage and is knocked prone.
  Jackalwere Deceiver
  Medium humanoid (shapechanger), lawful evil
  Armor Class 12
  Hit Points 50 (9d8 + 9)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          11 (+0)      15 (+2)      12 (+1)      14 (+2)      12 (+1)      16 (+3)
  Skills Deception +7, Perception +2, Stealth +4
  Immunities bludgeoning, piercing, and slashing damage from
    nonmagical weapons that aren't silvered
  Senses passive Perception 12
  Languages Common (can't speak in jackal form) 
  Challenge 2 (450 XP)
  Shapechanger. The jackalwere can use its action to polymorph into 
  a specific Medium human or a jackal-humanoid hybrid, or back into 
  its true form (that of a Small jackal). Other than its size, 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. 
  Keen Hearing and Smell. The jackalwere has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell.
  Pack Tactics. The jackalwere has advantage on an attack roll against 
  a creature if at least one of the warhound's allies is within 5 feet of 
  the creature and the ally isn't incapacitated.
  Dark Whispers. The jackalwere can use a bonus action on its turn 
  to target one creature within 30 feet of it. If the target can hear the 
  jackalwere, the target must succeed on a DC 15 Charisma saving 
  throw or be frightened for 1 minute.  While frightened in this way, 
  a creature must take the Dash action and move away from the 
  jackalwere by the safest available route on each of its turns, unless 
  there is nowhere to move, in which case it needn't take the Dash 
  action. If the creature ends its turn in a location where it doesn't have 
  line of sight to the jackalwere, the creature can repeat the saving 
  throw. On a success, the effect ends.
  Deceiver
  A few jackalwere exhibit uncanny intelligence, and develop a talent 
  for deception and the performance of the arts.  They become bards 
  and are sent to the College of Whispers by their masters.  With 
  their new abilities, they are used for the more complex missions of 
  assassination, spreading false information, sabotage, and spying.
    A jackalwere deceiver will never put itself at risk unneccessarily, 
  such as fighting in the open.  It will always try to outwit or 
  negotiate its way out of a bind.  But if caught, it will defend itself 
  with its spells and abilities.
  
  164
  Chapter 1. Bestiary
  Kenkus
  damage on its weapon damage rolls against a creature if at least two 
  of the kenku's allies is within 5 feet of the creature and the ally isn't 
  incapacitated.
  Mimicry. The kenku has advantage on Wisdom (Perception) checks 
  that rely on hearing or smell.
  Sneak Attack (1/Turn). The kenku deals an extra 10 (3d6) damage 
  when it hits a target with a weapon attack and has advantage on the 
  attack roll, or when the target is within 5 feet of an ally of the kenku 
  that isn't incapacitated and the kenku doesn't have disadvantage on 
  the attack roll.
  Actions
  Multiattack. The kenku makes two shortsword attacks or two 
  shortbow attacks.  
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage.
  Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage. 
  Kenku Gang Boss
  Medium humanoid (kenku), chaotic neutral
  Armor Class 13
  Hit Points 50 (9d8 + 9)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          10 (+0)      16 (+3)      12 (+1)      12 (+1)      12 (+1)      12 (+1)
  Skills Deception +5, Intimidate +5, Perception +3, Stealth +5
  Senses passive Perception 13
  Languages Understands Auran and Common but speaks only 
  through the use of its Mimicry trait 
  Challenge 2 (450 XP)
  Ambusher. The kenku has advantage on attack rolls against any 
  creature it has surprised. 
  Cunning Action. On each of its turns, the kenku can use a bonus 
  action to take the Dash, Disengage, or Hide action. 
  Ganglord's Presence. A kenku ally that starts its turn with 30 feet 
  of this kenku and can see and hear this kenku deals an extra 3 (1d6) 
  Gang Boss
  The kenku gang boss, also called the shateigashira by the kenku, is 
  the head of all the local kenku gangs.  All local kenku gang leaders 
  report and pay tribute to the gang boss.
    While the kenku gangs mostly operate as thieves and 
  extortionists, the kenku gang boss will sometimes be hired or 
  given orders by the regional boss, or the wakagashira, for more 
  devious operations, such as assassination, arson, and kidnapping.  
  
  165
  Chapter 1. Bestiary
  Kenku Eagle Claw
  Medium humanoid (kenku), chaotic neutral
  Armor Class 15
  Hit Points 33 (6d8 + 6)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          10 (+0)      16 (+3)      10 (+1)      11 (+0)      14 (+2)      10 (+0)
  Skills Deception +4, Perception +4, Stealth +7
  Senses passive Perception 14
  Languages Understands Auran and Common but speaks only 
  through the use of its Mimicry trait 
  Challenge 1 (100 XP)
  Ambusher. The kenku has advantage on attack rolls against any 
  creature it has surprised. 
  Mimicry. The kenku has advantage on Wisdom (Perception) checks 
  that rely on hearing or smell.
  Stunning Strike (3/Day). Once per turn, when the kenku hits a 
  creature with a melee weapon attack, it can force the creature to 
  make a DC 12 Constitution saving throw or be stunned until the end 
  of the creature's next turn.
  Unarmored Defense. While the kenku is wearing no armor and 
  wielding no shield, its AC includes its Wisdom modifier. 
  Actions
  Multiattack. The kenku makes three attacks, each of which can be 
  an unarmed strike or a dart attack. 
  Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage.
  Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. 
  Hit: 5 (1d4 + 3) piercing damage. 
  Kenku Sneak
  Medium humanoid (kenku), chaotic neutral
  Armor Class 14
  Hit Points 27 (5d8 + 5)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          10 (+0)      18 (+4)      10 (+1)      11 (+0)      10 (+0)      10 (+0)
  Skills Deception +4, Perception +2, Stealth +8
  Senses passive Perception 12
  Languages Understands Auran and Common but speaks only 
  through the use of its Mimicry trait 
  Challenge 1/2 (100 XP)
  Ambusher. The kenku has advantage on attack rolls against any 
  creature it has surprised. 
  Cunning Action. On each of its turns, the kenku can use a bonus 
  action to take the Dash, Disengage, or Hide action. 
  Mimicry. The kenku has advantage on Wisdom (Perception) checks 
  that rely on hearing or smell.
  Sneak Attack (1/Turn). The kenku deals an extra 3 (1d6) damage 
  when it hits a target with a weapon attack and has advantage on the 
  attack roll, or when the target is within 5 feet of an ally of the kenku 
  that isn't incapacitated and the kenku doesn't have disadvantage on 
  the attack roll.
  Actions
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) piercing damage.
  Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage. 
  Eagle Claw
  Eagle claws are kenku that specializes in martial arts.  They are 
  normally used as guards but are sometimes sent on missions that 
  require a target to be subdued or kidnapped.
  Sneak
  The kenku sneak comprise the majority of kenku gangs.  They 
  are expert con artists, lockpicks, pickpockets, and thieves, know 
  all the streets and strucure where they operate like the back of 
  their hand, and can almost always break into any building without 
  getting detected.
  
  166
  Chapter 1. Bestiary
  Kobolds
  Dragonwrought Sorcerer
  Small humanoid (kobold), lawful evil
  Armor Class 13 (16 with mage armor)
  Hit Points 44 (8d6 + 16)
  Speed 30 ft., fly 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
            7 (-2)        15 (+2)      14 (+2)       10 (+0)       11 (+0)        15 (+2)
  Skills Arcana + 2, Perception +4, Stealth +2
  Damage Immunities fire
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 19
  Languages Common, Draconic 
  Challenge 4 (1,100 XP)
  Sunlight Sensitivity. While in sunlight, the kobold has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that rely 
  on sight. 
  Spellcasting. The kobold is a 6th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It 
  has the following sorcerer spells prepared:
  Cantrips (at will): fire bolt, mage hand, minor illusion, poison spray
  1st level (4 slots): mage armor, shield
  2nd level (3 slots): aganazzar's scorcher, mirror image, scorching ray 
  3rd level (3 slots): fireball, melf's minute meteors
  Sorcery Points. The kobold has 6 sorcery points. It can spend l or 
  more sorcery points as a bonus action to gain one of the following 
  benefits: 
    Empowered Spell: When the kobold rolls damage for a spell, it can 
  spend 1 sorcery point to reroll up to 3 damage dice. It must use the 
  new rolls. It can use Empowered Spell even if it has already used a 
  different Metamagic option during the casting of the spell.
    Quickened Spell: When the kobold casts a spell that has a casting 
  time of 1 action, the giant can spend 2 sorcery points to change the 
  casting time to 1 bonus action for this casting.
  Pack Tactics. The kobold has advantage on an attack roll against 
  a creature if at least one of the kobold's allies is within 5 feet of the 
  creature and the ally isn't incapacitated.
  Actions
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 3) piercing damage.
  Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. 
  Hit: 5 (1d4 + 3) bludgeoning damage. 
  Dragon Breath (Recharge 5-6). The kobold exhales fire in a 15-foot 
  cone. Each creature in that area must succeed on a DC 12 Dexterity 
  saving throw, taking 24 (7d6) fire damage on a failed save, or half as 
  much damage on a successful one.
  Kobold Skirmisher
  Small humanoid (kobold), lawful evil
  Armor Class 13
  Hit Points 12 (5d6 - 5)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
            7 (-2)        16 (+3)        9 (-1)         8 (-1)          7 (-2)         8 (-1)
  Senses darkvision 60 ft., passive Perception 8
  Languages Common, Draconic 
  Challenge 1/4 (50 XP)
  Lightfooted. The kobold can take the Dash or Disengage action as a 
  bonus action on each of its turns. 
  Sunlight Sensitivity. While in sunlight, the kobold has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that rely 
  on sight. 
  Pack Tactics. The kobold has advantage on an attack roll against 
  a creature if at least one of the kobold's allies is within 5 feet of the 
  creature and the ally isn't incapacitated.
  Skirmish Advantage. The kobold gains advantage on its first attack 
  roll this turn if it has moved at least 15 feet from its space at the 
  beginning of its turn.
  Actions
  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.
  Reactions
  Skirmisher. When an enemy the kobold can see ends its turn within 
  5 feet of it, the kobold can move up to half its speed. This movement 
  doesn’t provoke opportunity attacks.
  Dragonwrought Sorcerer 
  Dragonwrought kobolds are a very rare type of winged kobold that 
  are born with the ability to exhale dragon breath.  Such kobolds 
  show exceptional abilities and intelligence unseen from normal 
  kobolds, and some even become arcane spellcasters.  They 
  become natural leaders of their tribe, if not all of the tribes in the 
  region.
  Skirmisher 
  Skirmishers are opportunistic kobolds that specialize in guerilla 
  tactics.  They rarely go into melee, preferring ranged combat 
  whenever possible.
  Sneak 
  These are kobold rogues that almost never fight in the open.  They 
  strike only if they outnumber their foes, or if they are sure that 
  they have a way to retreat.
  Wyrmpriest 
  A wyrmpriest is a cleric that worships Tiamat and has been 
  blessed with the ability to use dragon breath.  The wyrmpriest 
  normally leads the tribe but also fills the role of spiritual advisor to 
  stronger leaders.
  
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  Chapter 1. Bestiary
  Kobold Sneak
  Small humanoid (kobold), lawful evil
  Armor Class 15 (studded leather)
  Hit Points 17 (7d6 - 7)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
            7 (-2)        16 (+3)        9 (-1)         8 (-1)          7 (-2)         8 (-1)
  Senses darkvision 60 ft., passive Perception 8
  Languages Common, Draconic 
  Challenge 1/2 (100 XP)
  Cunning Action. On each of its turns, the kobold can use a bonus 
  action to take the Dash, Disengage, or Hide action. 
  Sunlight Sensitivity. While in sunlight, the kobold has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that rely 
  on sight. 
  Pack Tactics. The kobold has advantage on an attack roll against 
  a creature if at least one of the kobold's allies is within 5 feet of the 
  creature and the ally isn't incapacitated.
  Sneak Attack (1/Turn). The kobold deals an extra 7 (2d6) damage 
  when it hits a target with a weapon attack and has advantage on the 
  attack roll, or when the target is within 5 feet of an ally of the kobold 
  that isn't incapacitated and the kobold doesn't have disadvantage on 
  the attack roll.
  Actions
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 3) piercing 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.
  Kobold Wyrmpriest
  Small humanoid (kobold), lawful evil
  Armor Class 13
  Hit Points 17 (7d6 - 7)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
            7 (-2)        15 (+2)        9 (-1)         8 (-1)        14 (+2)         8 (-1)
  Senses darkvision 60 ft., passive Perception 8
  Languages Common, Draconic 
  Challenge 2 (450 XP)
  Sunlight Sensitivity. While in sunlight, the kobold has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that rely 
  on sight. 
  Spellcasting. Thekobold is a 5th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It 
  has the following cleric spells prepared:
  Cantrips (at will): mending, resistance, sacred flame, thaumaturgy
  1st level (4 slots): bane, guiding bolt, healing word
  2nd level (3 slots): hold person, spiritual weapon  
  3rd level (2 slots): feign death, spirit guardians
  Pack Tactics. The kobold has advantage on an attack roll against 
  a creature if at least one of the kobold's allies is within 5 feet of the 
  creature and the ally isn't incapacitated.
  Actions
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 3) piercing damage.
  Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. 
  Hit: 5 (1d4 + 3) bludgeoning damage. 
  Dragon Breath (1/Day). The kobold exhales poison in a 15-foot cone. 
  Each creature in that area must succeed on a DC 12 Dexterity saving 
  throw, taking 17 (5d6) fire damage on a failed save, or half as much 
  damage on a successful one.
  
  168
  Chapter 1. Bestiary
  Kraken
  Young Kraken
  Huge monstrosity (titan), chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 161 (14d12 + 70)
  Speed 20 ft., swim 60 ft.
  STR           DEX           CON           INT           WIS           CHA 
         26 (+8)       11 (+0)      21 (+5)      18 (+4)     14 (+2)       16 (+3)
  Saving Throws Str +13, Dex +5, Con +10, Int +9, Wis +7
  Damage Immunities lightning; bludgeoning, piercing, and slashing 
    from nonmagical weapons
  Condition Immunities frightened, paralyzed
  Senses truesight 120 ft., passive Perception 12
  Languages understands Abyssal, Celestial, Infernal, and
    Primordial but can't speak, telepathy 120 ft.
  Challenge 12 (8,400 XP)
  Amphibious. The kraken can breathe air and water.  
  Freedom of Movement. The kraken ignores difficult terrain, and 
  magical effects can't reduce its speed or cause it to be restrained. It 
  can spend 5 feet of movement to escape from nonmagical restraints 
  or being grappled.
  Siege Monster. The kraken deals double damage to objects and 
  structures.
  Actions
  Multiattack. The kraken makes three tentacle attacks, each of which 
  it can replace with one use of Fling.
  Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
  Hit: 17 (2d8 + 8) piercing damage.  If the target is a Medium or 
  smaller creature grappled by the kraken, that creature is swallowed, 
  and the grapple ends. While swallowed, the creature is blinded 
  and restrained, it has total cover against attacks and other effects 
  outside the kraken, and it takes 21 (6d6) acid damage at the start of 
  each of the kraken's turns. If the kraken takes 25 damage or more 
  on a single turn from a creature inside it, the kraken must succeed 
  on a DC 15 Constitution saving throw at the end of that turn or 
  regurgitate all swallowed creatures, which fall prone in a space 
  within 10 feet of the kraken. If the kraken dies, a swallowed creature 
  is no longer restrained by it and can escape from the corpse using 
  10 feet of movement, exiting prone.
  Tentacle. Melee Weapon Attack: +12 to hit, reach 20 ft., one target.
  Hit: 15 (2d6 + 8) bludgeoning damage, and the target is grappled 
  (escape DC 18). Until this grapple ends, the target is restrained. The 
  kraken has ten tentacles, each of which can grapple one target.    
  Fling. One Large or smaller object held or creature grappled by the 
  kraken is thrown up to 40 feet in a random direction and knocked 
  prone. If a thrown target strikes a solid surface, the target takes 3 
  (1d6) bludgeoning damage for every 10 feet it was thrown. If the 
  target is thrown at another creature, that creature must succeed on 
  a DC 15 Dexterity saving throw or take the same damage and be 
  knocked prone.
  Lightning Storm. The kraken magically creates three bolts of 
  lightning, each of which can strike a target the kraken can see within 
  120 feet of it. A target must make a DC 17 Dexterity saving throw, 
  taking 11 (2d10) lightning damage on a failed save, or half as much 
  damage on a successful one.
  Legendary Actions
  The kraken can take three 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 kraken 
  regains spent legendary actions at the start of its turn.
  Tentacle Attack or Fling. The kraken makes one tentacle attack or 
    uses its Fling.
  Lightning Storm (Costs 2 Actions). The kraken uses Lightning 
    Storm.
  Ink Cloud (Costs 3 Actions). While underwater, the kraken 
    expels an ink cloud in a 40-foot radius. The cloud spreads around 
    corners, and that area is heavily obscured to creatures other than 
    the kraken. Each creature other than the kraken that ends its turn 
    there must succeed on a DC 17 Constitution saving throw, taking 
    16 (3d10) poison damage on a failed save, or half as much damage 
    on a successful one. A strong current disperses the cloud, which 
    otherwise disappears at the end of the kraken's next turn.
  Young Kraken 
  The ancient adult kraken is very rarely seen, as there are almost 
  no survivors to ever tell the story when one encounters it.   Young 
  krakens, on the other hand, appear to be the ones that most sailors 
  see and get to live to tell the tale, albeit barely.
    These behemoths are huge, despite being just a third the size of 
  the adult kraken.  They can attack and sink any of the large ships 
  singlehandedly if not fended off quickly enough.
  
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  Chapter 1. Bestiary
  Kuo-toa Exalted Whip
  Medium humanoid (kuo-toa), neutral evil
  Armor Class 12 (natural armor)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft., swim 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      12 (+1)      14 (+2)      12 (+1)      16 (+3)      12 (+1)
  Skills Perception +7, Religion +5
  Senses darkvision 120 ft., passive Perception 16
  Languages Undercommon
  Challenge 3 (700 XP)
  Amphibious. The kuo-toa can breathe air and water.  
  Otherworldly Perception. The kuo-toa can sense the presence of 
  any creature within 30 feet of it that is invisible or on the Ethereal 
  Plane. It can pinpoint such a creature that is moving.  
  Slippery. The kuo-toa has advantage on ability checks and saving 
  throws made to escape a grapple.
  Sunlight Sensitivity. While in sunlight, the kuotoa has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that rely 
  on sight. 
  Spellcasting. The kuo-toa is a 5th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It 
  has the following cleric spells prepared:
  Cantrips (at will): mending, poison spray, sacred flame, thaumaturgy
  1st level (4 slots): bane, sanctuary, shield of faith
  2nd level (3 slots): hold person, spiritual weapon
  3rd level (2 slots): crusader's mantle, spirit guardians
  Actions
  Multiattack. The kuo-toa makes one bite attack and three unarmed 
  strikes.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage. 
  Pincer Staff. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 
  Hit: 5 (1d6 + 2) bludgeoning damage.  If the target is a Medium or 
  smaller creature, it is grappled (escape DC 12). Until this grapple 
  ends, the kuo-toa can't use its pincer staff on another target. 
  Kuo-toa Harpooner
  Medium humanoid (kuo-toa), neutral evil
  Armor Class 11 (natural armor)
  Hit Points 28 (5d8 + 5)
  Speed 30 ft., swim 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      10 (+0)      11 (+0)      11 (+0)      10 (+0)        8 (-1)
  Skills Perception 4
  Senses darkvision 120 ft., passive Perception 16
  Languages Undercommon
  Challenge 1/2 (100 XP)
  Amphibious. The kuo-toa can breathe air and water.  
  Otherworldly Perception. The kuo-toa can sense the presence of 
  any creature within 30 feet of it that is invisible or on the Ethereal 
  Plane. It can pinpoint such a creature that is moving.  
  Slippery. The kuo-toa has advantage on ability checks and saving 
  throws made to escape a grapple.
  Sunlight Sensitivity. While in sunlight, the kuotoa has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that rely 
  on sight. 
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage. 
  Harpoon. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage.  If 
  the target is a Medium or smaller creature, it must succeed on 
  a Strength contest against the kuo-toa or be pulled up to 15 feet 
  toward the kuo-toa. 
  Kuo-Toans
  Exalted Whip 
  An exalted whip is a priest that serves as intermediary between 
  whips and the archpriest.  They manage and train the whips while 
  reporting everything to the archpriest.
  Harpooner 
  These kuo-toa are expert harpoon throwers.  They are normally 
  used to help other kuo-toa hunt and restrain bigger prey, or catch 
  intruders.
  
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  Kuo-toa Monitor
  Medium humanoid (kuo-toa), neutral evil
  Armor Class 13 (natural armor)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft., swim 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      10 (+0)      14 (+2)      12 (+1)      14 (+2)      11 (+0)
  Skills Perception +6, Religion +4
  Senses darkvision 120 ft., passive Perception 16
  Languages Undercommon
  Challenge 3 (700 XP)
  Amphibious. The kuo-toa can breathe air and water.  
  Otherworldly Perception. The kuo-toa can sense the presence of 
  any creature within 30 feet of it that is invisible or on the Ethereal 
  Plane. It can pinpoint such a creature that is moving.  
  Slippery. The kuo-toa has advantage on ability checks and saving 
  throws made to escape a grapple.
  Sunlight Sensitivity. While in sunlight, the kuotoa has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that rely 
  on sight. 
  Unarmored Defense. While the kuo-toa is wearing no armor and 
  wielding no shield, its AC includes its Wisdom modifier. 
  Stunning Strike (5/Day). Once per turn, when the kuo-toa hits a 
  creature with a melee weapon attack, it can force the creature to 
  make a DC 12 Constitution saving throw or be stunned until the end 
  of the creature's next turn.
  Actions
  Multiattack. The kuo-toa makes one bite attack and two unarmed 
  strikes.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage. 
  Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) lightning 
  damage, and the target can't take reactions until the end of the kuo-
  toa's next turn. 
  Kuo-toa Grand Monitor
  Medium humanoid (kuo-toa), neutral evil
  Armor Class 16 (natural armor)
  Hit Points 104 (16d8 + 32)
  Speed 40 ft., swim 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)      14 (+2)      14 (+2)      12 (+1)      16 (+3)      11 (+0)
  Skills Perception +6, Religion +4
  Senses darkvision 120 ft., passive Perception 16
  Languages Undercommon
  Challenge 6 (2,300 XP)
  Amphibious. The kuo-toa can breathe air and water.  
  Otherworldly Perception. The kuo-toa can sense the presence of 
  any creature within 30 feet of it that is invisible or on the Ethereal 
  Plane. It can pinpoint such a creature that is moving.  
  Slippery. The kuo-toa has advantage on ability checks and saving 
  throws made to escape a grapple.
  Sunlight Sensitivity. While in sunlight, the kuotoa has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that rely 
  on sight. 
  Unarmored Defense. While the kuo-toa is wearing no armor and 
  wielding no shield, its AC includes its Wisdom modifier. 
  Thunder Strike (5/Day). Once per turn, when the kuo-toa hits a 
  creature with a melee weapon attack, it can force the creature to 
  make a DC 14 Constitution saving throw.  On a failed save, the 
  creature takes 16 (3d10) thunder damage and is stunned until the 
  end of the creature's next turn, or half as much damage and isn't 
  stunned on a successful one.
  Water Whip (Recharges after a Short or Long Rest). As a bonus 
  action, the kuo-toa targets a creature it can see within 30 feet of it.  
  The creature must make a DC 14 Dexterity saving throw. On a failed 
  save, the creature takes 27 (5d10) bludgeoning damage, and the kuo-
  toa can choose to either knock it prone or pull it up to 25 feet closer 
  to it. On a successful save, the creature takes half as much damage, 
  and doesn't get pulled or knocked prone.
  Actions
  Multiattack. The kuo-toa makes one bite attack and three unarmed 
  strikes.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 3) piercing damage. 
  Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage plus 3 (1d6) lightning 
  damage, and the target can't take reactions until the end of the kuo-
  toa's next turn. 
  Monitor 
  Most kuo-toa enemies (aboleths, illithids, etc.) have abilities to 
  mind control kuo-toa and turn them against their kin.   To address 
  this, some kuo-toa are trained to become disciplined and focused 
  martial artists that can resist these psychic attacks, as well as 
  capture or subdue turned or insane kuo-toa.
  Grand Monitor
  The kuo-toa grand monitor are the highly 
  disciplined and dangerous martial arts masters 
  that normally train young kuo-toa to become 
  monitors.  
    In combat, they are able to summon and 
  harness water energy to enhance and 
  supplement their martial arts techniques.
  
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  Chapter 1. Bestiary
  Lamias
  1st level (4 slots): chaos bolt, shield, thunderwave
  2nd level (3 slots): hold person, scorching ray  
  3rd level (3 slots): catnap, fireball
  Sorcery Points. The lamia has 6 sorcery points. It can spend l or 
  more sorcery points as a bonus action to gain one of the following 
  benefits: 
    Quickened Spell: When the lamia casts a spell that has a casting 
  time of 1 action, the lamia can spend 2 sorcery points to change the 
  casting time to 1 bonus action for this casting.
    Subtle Spell: When the lamia casts a spell, it can spend l sorcery 
  point to cast the spell without any somatic or verbal components.
  Magic Resistance. The lamia has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The lamia makes two attacks: one with its longsword 
  or Intoxicating Touch and one with Constrict.
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 12 (2d8 + 3) piercing damage plus 10 (3d6) poison damage. 
  Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 10 (2d6 + 3) bludgeoning damage.  If the target is a Large or 
  smaller creature, it is grappled (escape DC 14). Until this grapple 
  ends, the target is restrained, and the lamia can't constrict another 
  target. 
  Intoxicating Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one 
  target.  Hit: The target is magically cursed for 1 hour.  Until the 
  curse ends, the target has disadvantage on Wisdom saving throws 
  and all ability checks.
  Lamia Noble
  Large Monstrosity, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 136 (16d10 + 48)
  Speed 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)      14 (+2)      17 (+3)      16 (+3)      16 (+3)      18 (+4)
  Skills Arcana +6, Deception +11, Insight +6, Stealth +5
  Senses darkvision 120 ft., passive Perception 13
  Languages Abyssal, Common
  Challenge 8 (3,900 XP)
  Shapechanger. The lamia 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. 
  Innate Spellcasting. The lamia's innate spellcasting ability is 
  Charisma (spell save DC 15). The lamia can innately cast the 
  following spells, without providing material components:
  At will: charm person, major image
  3/day each: mirror image, scrying, suggestion
  1/day: geas
  Spellcasting. The lamia is a 6th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It 
  has the following sorcerer spells prepared:
  Cantrips (at will): fire bolt, infestation, mage hand, minor illusion, 
    poison spray
  Lamia Noble 
  The rare lamia noble are often mistaken for yuan-ti.  
  They appear as large handsome or beautiful human 
  aristocrats with the lower body of a giant constricting 
  serpent.  They are actually a more advanced, older, 
  and more insidious species of lamia that have 
  sorcerous powers and have total dominion over 
  the more common lion-bodied lamia.   Despite their 
  serpentine forms, they move with a surprising grace.
    Shapechanging Infiltrators. While the lesser lamias have to 
  utilize their innate spellcasting abilities to disguise 
  themselves, lamia nobles can shapechange to 
  humanoid form at will.  In fact, they are also 
  more capable of venturing further from their 
  desolate lairs than other lamias, and prefer to 
  enter civilized areas in the guise of a wealthy 
  human merchant to trade in order to spy and 
  infiltrate the upper class societies.  They almost 
  never show their true form, and anyone who figures out who 
  they are are swiftly eliminated quietly.
    
  
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  Chapter 1. Bestiary
  6th level (1 slot): chain lightning
  7th level (1 slot): finger of death
  Sorcery Points. The lamia has 13 sorcery points. It can spend l or 
  more sorcery points as a bonus action to gain one of the following 
  benefits: 
    Heightened Spell: When the lamia casts a spell that forces a 
  creature to make a saving throw to resist the spell's effects, the 
  lamia can spend 3 sorcery points to give one target of the spell 
  disadvantage on its first saving throw against the spell.
    Quickened Spell: When the lamia casts a spell that has a casting 
  time of 1 action, the lamia can spend 2 sorcery points to change the 
  casting time to 1 bonus action for this casting.
    Subtle Spell: When the lamia casts a spell, it can spend l sorcery 
  point to cast the spell without any somatic or verbal components.
  Magic Resistance. The lamia has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The lamia makes two attacks: one with its dagger or 
  Intoxicating Touch and one with Constrict.
  Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 6 (1d4 + 4) piercing damage plus 10 (3d6) poison damage. 
  Constrict. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 11 (2d6 + 4) bludgeoning damage.  If the target is a Large or 
  smaller creature, it is grappled (escape DC 14). Until this grapple 
  ends, the target is restrained, and the lamia can't constrict another 
  target. 
  Intoxicating Touch. Melee Spell Attack: +11 to hit, reach 5 ft., one 
  target.  Hit: The target is magically cursed for 1 hour.  Until the 
  curse ends, the target has disadvantage on Wisdom saving throws 
  and all ability checks.
  Legendary Actions
  The lamia 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 lamia regains spent 
  legendary actions at the start of its turn.
  Attack. The lamia makes a dagger attack or uses Constrict.
  Intoxicating Touch. The lamia uses its Intoxicating Touch.
  Cast a Spell (Costs 2 Actions). The lamia casts a spell from its list 
  Lamia Queen
  Large Monstrosity, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 181 (19d10 + 76)
  Speed 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)      16 (+3)      18 (+4)      18 (+4)      18 (+4)      22 (+6)
  Saving Throws Int +9, Wis +9, Cha +11
  Skills Arcana +7, Deception +13, Insight +7, Persuasion + 13, 
  Stealth +6
  Senses darkvision 120 ft., passive Perception 13
  Languages Abyssal, Common
  Challenge 14 (11,500 XP)
  Enthralling Gaze. When a creature that can see the lamia's eyes 
  starts its turn within 30 feet of the lamia, the lamia can force it to 
  make a DC 19 Wisdom saving throw if the lamia isn't incapacitated 
  and can see the creature. On a failed save, the creature is charmed 
  by the lamia. 
    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 lamia until the start of its 
  next turn. If the creature looks at the lamia in the meantime, it must 
  immediately make the saving throw.
  Innate Spellcasting. The lamia's innate spellcasting ability is 
  Charisma (spell save DC 19). The lamia can innately cast the 
  following spells, without providing material components:
  At will: charm person, major image
  3/day each: mirror image, scrying, suggestion
  1/day: geas
  Spellcasting. The lamia is an 13th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It 
  has the following sorcerer spells prepared:
  Cantrips (at will): fire bolt, infestation, mage hand, minor illusion, 
    poison spray, thunderclap
  1st level (4 slots): shield, thunderwave
  2nd level (3 slots): hold person, scorching ray  
  3rd level (3 slots): catnap, enemies abound, fireball
  4th level (3 slots): banishment, dimension door
  5th level (2 slots): enervation, insect plague
  Lamia Queen 
  The lamia queen, also sometimes called the lamia matriarch, is 
  a powerful and incredibly beautiful lamia noble.  Rare are those 
  who behold her face and are not instantly lovestruck.  She is 
  the supreme ruler of all lamia kind.  Treated like a goddess by 
  her subjects, she is a devious, narcissistic, and cunning master 
  manipulator.  She is constantly scheming of foul plots aimed to 
  further her control over the civilized lands around her lair.  She is 
  never without her personal bodyguards.
      
    
  
  173
  Chapter 1. Bestiary
  Liches
  Banelich
  Medium undead, lawful evil
  Armor Class 17 (natural armor)
  Hit Points 128 (17d8 + 51)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          11 (+0)      16 (+3)      16 (+3)      14 (+2)      20 (+5)      16 (+3)
  Saving Throws Con +9, Wis +11, Cha +9
  Skills History +8, Insight +11, Perception +11, Religion +11
  Damage Resistances cold, lightning, necrotic
  Damage Immunities poison; bludgeoning, piercing, and slashing 
    from nonmagical weapons
  Condition Immunities charmed, exhaustion, frightened, paralyzed, 
    poisoned
  Senses truesight 120 ft., passive Perception 21
  Languages Common plus up to two other languages
  Challenge 20 (25,000 XP)
  Legendary Resistance (3/Day). If the lich fails a saving throw, it
  can choose to succeed instead.  
  Rejuvenation. If it has a phylactery, a destroyed lich gains a new 
  body in 1d10 days, regaining all its hit points and becoming active 
  again. The new body appears within 5 feet of the phylactery.  
  Spellcasting. The lich is a 17th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). It 
  has the following cleric spells prepared:
  Cantrips (at will): guidance, mending, sacred flame, thaumaturgy, 
    toll the dead
  1st level (4 slots): bane, command
  2nd level (3 slots): augury, hold person, zone of truth
  3rd level (3 slots): bestow curse, dispel magic, spirit guardians
  4th level (3 slots): banishment, guardian of faith, freedom of 
    movement
  5th level (2 slots): contagion, dispel evil and good, flame strike
  6th level (1 slot): blade barrier, harm
  7th level (1 slot): divine word, fire storm
  8th level (1 slot): antimagic field 
  9th level (1 slot): gate
  Turn Resistance. The lich has advantage on saving throws against 
  any effect that turns undead.
  Actions
  Multiattack. The lich makes two coldfire attacks.
  Paralyzing Touch. Melee Spell Attack: +11 to hit, reach 5 ft., one 
  creature. Hit: 4 (1d4 + 2) piercing damage. The target must succeed 
  on a DC 17 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.
  Coldfire. Ranged Spell Attack: +11 to hit, range 60 ft., one target. 
  Hit: 10 (3d6) cold damage plus 10 (3d6) necrotic damage. 
  Grasp of Death (1/Day). Melee Spell Attack: +11 to hit, reach 5 ft., 
  one creature. Hit: The target must succeed on a DC 17 Constitution 
  saving throw or its hit points drop to 0.  On a success, a creature 
  takes 21 (6d6) psychic damage.
  Legendary Actions
  The lich can take 3 legendary actions, choosing from the options 
  below. Only one legendary action option can be used at a time and 
  only at the end of another creature's turn. The lich regains spent 
  legendary actions at the start of its turn.
  Cantrip. The lich casts a cantrip.
  Coldfire. The lich uses its Coldfire.
  Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing 
  Touch.
  Painwrack (Costs 2 Actions). The lich fixes its gaze on one creature 
  it can see within 10 feet of it. The target must succeed on a DC 17 
  Wisdom saving throw against this magic or take 16 (3d10) psychic 
  damage and be stunned for 1 minute. The stunned target can 
  repeat the saving throw at the end of each of its turns, ending the 
  effect on itself on a success. On a successful save, the target takes 
  half as much damage and isn't stunned. If a target's saving throw is 
  successful or the effect ends for it, the target is immune to the lich's 
  gaze for the next 24 hours.
  Disrupt Life (Costs 3 Actions). Each living creature within 20 feet 
  of the lich must make a DC 17 Constitution saving throw against this 
  magic, taking 21 (6d6) necrotic damage on a failed save, or half as 
  much damage on a successful one.
  Banelich 
  During the time when the Church of Bane first rose to power, its 
  most powerful clergy were slain by the forces of good.  Unwilling 
  to risk any more deaths of his most powerful and devout priests, 
  the God of Strife provided the knowledge of a vile rite that would 
  grant the performer immortality in the form of Lichdom.  
    If the banelich was destroyed but its phylactery was not, it 
  enables the banelich to reform, recover, and return to serve the 
  will of Bane once again.
  
  174
  Chapter 1. Bestiary
  Pactlich
  Medium undead, any evil alignment
  Armor Class 17 (natural armor)
  Hit Points 150 (20d8 + 60)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          11 (+0)      16 (+3)      16 (+3)      14 (+2)      16 (+3)      20 (+5)
  Saving Throws Con +10, Wis +10, Cha +12
  Skills Arcana +9, History +9, Insight +10, Perception +10
  Damage Resistances cold, lightning, necrotic
  Damage Immunities poison; bludgeoning, piercing, and slashing 
    from nonmagical weapons
  Condition Immunities charmed, exhaustion, frightened, paralyzed, 
    poisoned
  Senses truesight 120 ft., passive Perception 20
  Languages Common plus up to two other languages
  Challenge 21 (33,000 XP)
  Legendary Resistance (3/Day). If the lich fails a saving throw, it
  can choose to succeed instead.  
  Magic Weapons. The lich's weapon attacks are magical. 
  Rejuvenation. If it has a phylactery, a destroyed lich gains a new 
  body in 1d10 days, regaining all its hit points and becoming active 
  again. The new body appears within 5 feet of the phylactery.  
  Spellcasting. The lich is a 20th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It 
  regains its expended spell slots when it finishes a short or long rest. 
  It knows the following warlock spells:
  Cantrips (at will): eldritch blast, friends, infestation, mage hand, 
    poison spray, prestidigitation, toll the dead 
  1st level-5th level (4 5th-level slots): banishing smite, blink, blur, 
    branding smite, cone of cold, dimension door, dispel magic, 
    elemental weapon, hellish rebuke, misty step, phantasmal killer, 
    shield, staggering smite, wrathful smite
  1/day each: circle of death, feeblemind, finger of death, psychic 
    scream
  Turn Resistance. The lich has advantage on saving throws against 
  any effect that turns undead.
  Hexblade's Curse (Recharges after a Short or Long Rest). As a 
  bonus action, the lich targets a creature it can see within 30 feet of it.  
  The target is cursed for 1 minute.  The curse ends early if the target 
  dies, the lich dies, or it is incapacitated.  Until the curse ends, the lich 
  gains the following benefits:
  • It deals an extra 6 damage on damage rolls against the cursed 
  target
  • Any attack roll it makes against the cursed target is a critical hit 
    on a roll of 19 or 20 on the d20 
  • If the cursed target dies, the lich can choose to regain 25 hit points 
  or apply the curse to a different creature it can see within 30 feet
  Actions
  Multiattack. The lich makes two attacks: one with its longsword and 
  one with its paralyzing touch.
  Longsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 
  Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage 
  if used with two hands, plus 13 (3d8) cold damage and 13 (3d8) 
  necrotic damage.
  Paralyzing Touch. Melee Spell Attack: +11 to hit, reach 5 ft., one 
  creature. Hit: 4 (1d4 + 2) piercing damage. The target must succeed 
  on a DC 17 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.
  Legendary Actions
  The lich can take 3 legendary actions, choosing from the options 
  below. Only one legendary action option can be used at a time and 
  only at the end of another creature's turn. The lich regains spent 
  legendary actions at the start of its turn.
  Cantrip. The lich casts a cantrip.
  Longsword. The lich makes a longsword attack.
  Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing 
    Touch.
  Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one 
    creature it can see within 10 feet of it. The target must succeed on 
    a DC 20 Wisdom saving throw against this magic 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. If a target's 
    saving throw is successful or the effect ends for it, the target is 
    immune to the lich's gaze for the next 24 hours.
  Dark Hunger (Costs 3 Actions). Each living creature within 20 feet 
    of the lich must make a DC 20 Constitution saving throw against 
    this magic, taking 10 (3d6) necrotic damage on a failed save, or half 
    as much damage on a successful one and the lich regains hit points 
    equal to the total damage inflicted.
  Reactions
  Armor of Hexes. When hit by an attack roll by a creature cursed 
  by the lich's Hexblade's Curse, roll a d6. On a roll of 4 or higher, the 
  attack instead misses the lich, regardless of its roll.
  Pactlich 
  The pactlich is a warlock lich.  It was once a warlock of an evil 
  patron that that has managed to negotiate for or discover the 
  knowledge of the secret rite to becoming a Lich.  The stats 
  presented below is that of a Hexblade Lich.
      
  
  175
  Chapter 1. Bestiary
  Blackscale Bruiser
  Large humanoid (lizardfolk), neutral
  Armor Class 14 (natural armor)
  Hit Points 45 (6d10 + 12)
  Speed 40 ft., swim 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          19 (+4)      10 (+0)      15 (+2)        5 (-3)          9 (-)           6 (-2)
  Skills Athletics +6, Perception +3, Survival +5
  Senses passive Perception 13
  Languages Draconic
  Challenge 2 (450 XP)
  Hold Breath. The lizardfolk can hold its breath for 15 minutes.  
  Actions
  Multiattack. The lizardfolk makes two melee attacks, each one with 
  a different weapon.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage. 
  Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) bludgeoning damage and the target gains 
  disadvantage on its next attack roll until the end of its next turn.   
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
  Lizardfolk
  Blackscale Bruiser
  The blackscale bruisers are oversized and dimwitted lizardfolk 
  brutes that enjoy nothing more than inflicting pain and crushing 
  the enemy with their clubs.  They are always in the front lines of 
  any lizardfolk war party, unintentionally attracting the attention 
  of its foes.  Its smaller allies take advantage, skulking behind the 
  blackscale and avoiding missile fire until it is close enough to 
  make their move.  
  
  176
  Chapter 1. Bestiary
  Dragonblood Lizardfolk 
  Sorcerer of Tiamat
  Medium humanoid (lizardfolk), neutral evil
  Armor Class 13 (natural armor)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft., swim 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          15 (+2)      10 (+0)      14 (+2)        7 (-2)       12 (+1)       15 (+2)
  Skills Perception +4, Religion +4, Survival +7
  Damage Resistances acid
  Senses passive Perception 13
  Languages Draconic
  Challenge 4 (1,100 XP)
  Hold Breath. The lizardfolk can hold its breath for 15 minutes.  
  Spellcasting. The lizardfolk is a 6th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It 
  has the following sorcerer spells prepared:
  Cantrips (at will): fire bolt, mage hand, minor illusion, poison spray
  1st level (4 slots): chromatic orb, shield
  2nd level (3 slots): mirror image, scorching ray, snilloc's snowball
    swarm
  3rd level (3 slots): lightning bolt, stinking cloud
  Sorcery Points. The lizardfolk has 6 sorcery points. It can spend l 
  or more sorcery points as a bonus action to gain one of the following 
  benefits: 
    Empowered Spell: When the lizardfolk rolls damage for a spell, it 
  can spend 1 sorcery point to reroll up to 3 damage dice. It must use 
  the new rolls. It can use Empowered Spell even if it has already used 
  a different Metamagic option during the casting of the spell.
    Quickened Spell: When the lizardfolk casts a spell that has a 
  casting time of 1 action, the giant can spend 2 sorcery points to 
  change the casting time to 1 bonus action for this casting.
  Actions
  Multiattack. The lizardfolk makes two melee attacks, each one with 
  a different weapon.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) acid. 
  Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) bludgeoning damage.   
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Dragon Breath (Recharge 5-6). The lizardfolk exhales acid in an 30-
  foot line that is 5 feet wide. Each creature in that line must succeed 
  on a DC 12 Dexterity saving throw, taking 22 (5d8) acid damage on a 
  failed save, or half as much damage on a successful one.
  Lizardfolk Berserker
  Medium humanoid (lizardfolk), neutral
  Armor Class 13 (natural armor)
  Hit Points 33 (5d8 + 10)
  Speed 30 ft., swim 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          17 (+3)      10 (+0)      14 (+2)        7 (-2)       12 (+1)        7 (-2)
  Skills Perception +3, Stealth +4, Survival +5
  Senses passive Perception 13
  Languages Draconic
  Challenge 1 (200 XP)
  Hold Breath. The lizardfolk can hold its breath for 15 minutes.  
  Reckless. At the start of its turn, the lizardfolk can gain advantage 
  on all melee weapon attack rolls during that turn, but attack rolls 
  against it have advantage until the start of its next turn.
  Actions
  Multiattack. The lizardfolk makes two melee attacks, each one with 
  a different weapon.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage. 
  Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) bludgeoning 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.
  Dragonblood Sorcerer of Tiamat 
  Every once in a while in every generation, a line of evil lizardfolk 
  will be tainted with the essence of Tiamat.  These lizardfolk would 
  exhibit arcane talents, and eventually rise to power as sorcerers 
  and lead its tribe against the Dragon Queen's foes.
  Berserker 
  These savage and fearless lizardfolk enter into a frenzied state, 
  recklessly hacking at its enemies with no care for its safety.
      
    
  
  177
  Chapter 1. Bestiary
  Lizardfolk Champion of 
  Sess'innek
  Medium humanoid (lizardfolk), chaotic evil
  Armor Class 18 (chain mail, shield)
  Hit Points 90 (12d8 + 36)
  Speed 30 ft., swim 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          20 (+5)      10 (+0)      16 (+3)        7 (-2)       14 (+2)        9 (-1)
  Skills Athletics +8, Perception +5, Stealth +6, Survival +5
  Condition Immunities frightened
  Senses passive Perception 13
  Languages Draconic
  Challenge 5 (1,800 XP)
  Hold Breath. The lizardfolk can hold its breath for 15 minutes.  
  Indomitable (1/Day). The lizardfolk rerolls a failed saving throw.
  Second Wind (Recharges after a Short or Long Rest). As a bonus 
  action, the lizardfolk can regain 12 hit points.
  Actions
  Multiattack. The lizardfolk makes three melee attacks, one with its 
  bite and two with its battleaxe.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 8 (1d6 + 5) piercing damage. 
  Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 9 (1d8 + 5) slashing damage plus 7 (2d6) acid damage.
  Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
  Champion of Sess'innek 
  Sess'innek, the demon god worshipped by the Lizard Kings, will 
  sometimes instill its essence in one of the Lizard Kings' spawns 
  as a reward for its loyalty.  This lizardfolk becomes an incredibly 
  strong warrior that is immune to fear.  It becomes the Champion 
  of Sess'innek.
      
    
  
  178
  Chapter 1. Bestiary
  Lizardfolk Witch Doctor
  Medium humanoid (lizardfolk), neutral
  Armor Class 15 (natural armor, shield)
  Hit Points 44 (8d8 + 8)
  Speed 30 ft., swim 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          15 (+2)      10 (+0)      13 (+1)      10 (+0)      15 (+2)        8 (-1)
  Skills Perception +4, Stealth +4, Survival +6
  Senses passive Perception 14
  Languages Draconic
  Challenge 3 (700 XP)
  Hold Breath. The lizardfolk can hold its breath for 15 minutes.  
  Spellcasting. The lizardfolk is a 7th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It 
  has the following cleric spells prepared:
  Cantrips (at will): guidance, sacred flame, thaumaturgy
  1st level (4 slots): animal friendship, cure wounds, guiding bolt, 
    speak with animals
  2nd level (3 slots): barkskin, hold person, spike growth, spiritual 
    weapon   
  3rd level (3 slots): mass healing word, plant growth, spirit guardians, 
    wind wall
  4th level (1 slot): banishment, dominate beast, grasping vine
  Actions
  Multiattack. The lizardfolk makes two melee attacks, each one with 
  a different weapon.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage. 
  Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) bludgeoning damage.   
  Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage.   
  Lizardfolk Swampstalker
  Medium humanoid (lizardfolk), neutral
  Armor Class 16 (natural armor)
  Hit Points 28 (5d8 + 5)
  Speed 30 ft., swim 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          11 (+0)      16 (+3)      13 (+1)        7 (-2)       14 (+2)         7 (-2)
  Skills Perception +4, Stealth +7, Survival +6
  Senses passive Perception 14
  Languages Draconic
  Challenge 1 (200 XP)
  Hold Breath. The lizardfolk can hold its breath for 15 minutes.  
  Stealthy. On each of its turns, the lizardfolk can use a bonus action 
  to take the Hide action. 
  Slay Foe (1/Turn). The lizardfolk  deals an extra 4 (1d8) damage 
  with its weapon attack if it hits a creature that doesn't have all its hit 
  points. 
  Swamp Strider. Moving through nonmagical difficult marshy terrain 
  doesn't cost the lizardfolk extra movement.
  Actions
  Multiattack. The lizardfolk makes two melee attacks, each one with 
  a different weapon.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage.   
  Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage. 
  Swampstalker 
  Some lizardfolk have perfected the art of moving effortlessly and 
  unseen in swampy terrain, enabling them to set them in a position 
  for an efficient kill.  They are called swampstalkers, and are the 
  elite hunters and scouts of a lizardfolk tribe.
      
  Witch Doctor 
  The witch doctors are the priests of the lizardfolk who serve as 
  both tribe healers and spiritual advisors to its chieftains.  They 
  commonly worship the goddess Semuanya.
      
  
  179
  Chapter 1. Bestiary
  Lycanthropes
  Dire Werebear
  Medium humanoid (human, shapechanger), neutral good or evil
  Armor Class 13 (natural armor) in bear and hybrid form
  Hit Points 162 (19d8 + 76)
  Speed 30 ft. (40 ft., climb 30 ft. in bear or hybrid form)
  STR           DEX           CON           INT           WIS           CHA 
          21 (+5)      10 (+0)      19 (+4)      11 (+1)      12 (+1)      12 (+1)
  Skills Perception +9
  Damage Immunities bludgeoning, piercing, and slashing damage
    from nonmagical weapons that aren't silvered 
  Senses passive Perception 19
  Languages Common (can't speak in bear form)
  Challenge 9 (5,000 XP)
  Shapechanger. The dire werebear can use its action to polymorph 
  into a Large bear-humanoid hybrid or into a Large dire bear, or back 
  into its true form, which is humanoid. Its statistics, other than its 
  size and 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.  
  Keen Smell. The dire werebear has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Actions
  Multiattack. In dire bear form, the dire werebear makes one bite 
  attack and two claw attacks.  In humanoid form, it makes two 
  greataxe attacks.  In hybrid form, it makes one bite attack and two 
  greataxe attacks.
  Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage. lf the target 
  is a humanoid, it must succeed on a DC 16 Constitution saving 
  throw or be cursed with dire werebear lycanthropy.
  Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage. 
  Greataxe. Melee Weapon Attack (Humanoid or Hybrid Form Only): 
  +9 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 5) slashing damage, 
  or 18 (2d12 + 5) slashing damage while in hybrid form.
  Dire Wereboar
  Medium humanoid (human, shapechanger), neutral evil
  Armor Class 13 (natural armor) in boar and hybrid form
  Hit Points 105 (14d8 + 42)
  Speed 30 ft. (40 ft. in boar form) 
  STR           DEX           CON           INT           WIS           CHA 
          19 (+4)      10 (+0)      17 (+3)      10 (+1)      11 (+0)        8 (-1)
  Skills Perception +3
  Damage Immunities bludgeoning, piercing, and slashing damage
    from nonmagical weapons that aren't silvered 
  Senses passive Perception 13
  Languages Common (can't speak in boar form)
  Challenge 6 (2,300 XP)
  Shapechanger. The dire wereboar can use its action to polymorph 
  into a Large boar-humanoid hybrid or into a Large dire boar, or back 
  into its true form, which is humanoid. Its statistics, other than its 
  size and 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 dire 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 10 (3d6) slashing damage. If 
  the target is a creature, it must succeed on a DC 15 Strength saving 
  throw or be knocked prone.
  Actions
  Multiattack. In dire wereboar makes three attacks, only one of which 
  can be with its tusks.
  Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 
  to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, 
  or 18 (4d6 + 4) bludgeoning damage while in hybrid form.
  Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +7 to 
  hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.  lf 
  the target is a humanoid, it must succeed on a DC 14 Constitution 
  saving throw or be cursed with dire wereboar lycanthropy.
  Dire Lycanthropes 
  A few lycanthropes are able to shapechange into primeval beast 
  forms or dire beasts.  They appear to have been blessed by Malar 
  (if they are neutral or evil) or Mielikki (neutral or good).  They are 
  more powerful and dangerous than the normal lycanthropes, as 
  their primeval forms are larger and stronger.  They tend to become 
  the champions, if not leaders, of their respective packs.
  
  180
  Chapter 1. Bestiary
  Dire Weretiger
  Medium humanoid (human, shapechanger), neutral
  Armor Class 13 (natural armor) in tiger and hybrid form
  Hit Points 153 (18d8 + 72)
  Speed 30 ft. (40 ft. in tiger form)
  STR           DEX           CON           INT           WIS           CHA 
          19 (+4)      15 (+2)      18 (+4)      10 (+0)      13 (+1)      11 (+0)
  Skills Perception +7, Stealth +4
  Damage Immunities bludgeoning, piercing, and slashing damage
    from nonmagical weapons that aren't silvered 
  Senses passive Perception 17
  Languages Common (can't speak in tiger form)
  Challenge 7 (2,900 XP)
  Shapechanger. The dire weretiger can use its action to polymorph 
  into a Large tiger-humanoid hybrid or into a Large dire tiger, or back 
  into its true form, which is humanoid. Its statistics, other than its 
  size and 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.  
  Keen Hearing and Smell. The dire weretiger has advantage on 
  Wisdom (Perception) checks that rely on hearing and smell.
  Pounce. If the dire weretiger moves at least 30 feet straight toward 
  a creature and then hits it with a claw attack on the same turn, 
  that target must succeed on a DC 15 Strength saving throw or be 
  knocked prone. If the target is prone, the dire weretiger can make 
  one bite attack against it as a bonus action.
  Actions
  Multiattack. In dire tiger or hybrid form, the dire weretiger makes 
  one bite attack and two claw attacks.  In humanoid form, it makes 
  three scimitar attacks or three longbow attacks.  
  Bite (Tiger or Hybrid Form Only). Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. lf the target 
  is a humanoid, it must succeed on a DC 15 Constitution saving 
  throw or be cursed with dire weretiger lycanthropy.
  Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. 
  Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) slashing damage.
  Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one 
  creature. Hit: 6 (1d8 + 2) piercing damage. 
  Dire Werewolf
  Medium humanoid (human, shapechanger), chaotic evil
  Armor Class 13 (natural armor) in wolf and hybrid form
  Hit Points 94 (11d8 + 44)
  Speed 30 ft. (40 ft. in wolf form)
  STR           DEX           CON           INT           WIS           CHA 
          19 (+4)      13 (+1)      18 (+4)      10 (+0)      11 (+0)      10 (+0)
  Skills Perception +6, Stealth +4
  Damage Immunities bludgeoning, piercing, and slashing damage
    from nonmagical weapons that aren't silvered 
  Senses passive Perception 16
  Languages Common (can't speak in wolf form)
  Challenge 5 (3,900 XP)
  Shapechanger. The dire werewolf can use its action to polymorph 
  into a Large wolf-humanoid hybrid or into a Large dire wolf, or back 
  into its true form, which is humanoid. Its statistics, other than its 
  size and 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.  
  Keen Hearing and Smell. The dire werewolf has advantage on 
  Wisdom (Perception) checks that rely on hearing and smell.
  Actions
  Multiattack. In hybrid form, the dire werewolf makes one bite attack 
  and two claw attacks.   
  Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. lf the target 
  is a humanoid, it must succeed on a DC 15 Constitution saving 
  throw or be cursed with dire werewolf lycanthropy.
  Claw (Wolf or Hybrid Form Only). Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. 
  
  181
  Chapter 1. Bestiary
  Werewolf Pack Lord
  Medium humanoid (human, shapechanger), chaotic evil
  Armor Class 14 (natural armor) in wolf and hybrid form
  Hit Points 162 (17d8 + 85)
  Speed 30 ft. (40 ft. in wolf form)
  STR           DEX           CON           INT           WIS           CHA 
          20 (+5)      14 (+2)      20 (+5)      12 (+1)      12 (+1)      12 (+1)
  Skills Perception +8, Stealth +6
  Damage Immunities bludgeoning, piercing, and slashing damage
    from nonmagical weapons that aren't silvered 
  Senses passive Perception 18
  Languages Common (can't speak in wolf form)
  Challenge 10 (5,900 XP)
  Shapechanger. The werewolf can use its action to polymorph into a 
  Large wolf-humanoid hybrid or into a Large dire wolf, or back into 
  its true form, which is humanoid. Its statistics, other than its size 
  and 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.  
  Keen Hearing and Smell. The werewolf has advantage on Wisdom 
  (Perception) checks that rely on hearing and smell.
  Savage Howl (Recharge 5-6). As a bonus action, the werewolf emits 
  a terrifying howl that also rallies its allies.  Each ally that is within 
  30 feet of it, can hear it, and not already affected by Savage Howl 
  gain advantage on attack rolls and saving throw rolls until the start 
  of the werewolf's next turn. All other creatures within 30 feet must 
  succeed on a DC 17 Wisdom saving throw or become frightened for 
  1 minute. A creature can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success. If a creature's 
  saving throw is successful or the effect ends for it, the creature is 
  immune to the werewolf Savage Howl for the next 24 hours.
  Actions
  Multiattack. In hybrid form, the werewolf makes one bite attack and 
  two claw attacks.  If both claw attacks hit the same creature, the 
  target takes an extra an extra 7 (2d6) slashing damage. 
  Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage. lf the 
  target is a humanoid, it must succeed on a DC 15 Constitution 
  saving throw or be cursed with werewolf lycanthropy.
  Claw (Wolf or Hybrid Form Only). Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. 
  Wererat Captain
  Medium humanoid (human, shapechanger), lawful evil
  Armor Class 16 (studded leather, shield)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          10 (+0)      16 (+3)      14 (+2)      11 (+0)      12 (+1)      10 (+0)
  Skills Perception +3, Stealth +5
  Damage Immunities bludgeoning, piercing, and slashing damage
    from nonmagical weapons that aren't silvered 
  Senses darkvision 60 ft., passive Perception 12
  Languages Common (can't speak in rat form)
  Challenge 4 (1,100 XP)
  Shapechanger. The wererat can use its action to polymorph into a 
  rat-humanoid hybrid or into a giant rat, or back into its true form, 
  which is humanoid. Its statistics, other than its size and 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.  
  Keen Smell. The wererat has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Pack Tactics. The wererat has advantage on an attack roll against 
  a creature if at least one of the wererat's allies is within 5 feet of the 
  creature and the ally isn't incapacitated.
  Sneak Attack (1/Turn). The wererat deals an extra 10 (3d6) damage 
  when it hits a target with a weapon attack and has advantage on the 
  attack roll, or when the target is within 5 feet of an ally of the wererat 
  that isn't incapacitated and the wererat doesn't have disadvantage on 
  the attack roll.
  Actions
  Multiattack. The wererat makes three attacks, only one of which can 
  be a bite.  It can use Maneuver Allies in place of one attack.
  Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. lf the target 
  is a humanoid, it must succeed on a DC 12 Constitution saving 
  throw or be cursed with wererat lycanthropy.
  Shortsword (Humanoid or Hybrid Form Only). Melee Weapon 
  Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing 
  damage. 
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage.
  Maneuver Allies (Recharge 5-6). Up to four allies within 60 feet of 
  this wererat that can hear it can each use their reaction to move up 
  to half their speed without provoking opportunity attacks.
  Packlords 
  Packlords are the alphas of the pack, and they are 
  usually the largest and most experienced male.  Being 
  the packlord means they slew the previous one in 
  single combat.
  Wererat Captain 
  A wererat captain is the boss of a local gang of 
  wererats.  It reports to and follows the whim of the 
  packlord.  It is a crafty warrior veteran able to guide 
  their less experienced underlings to fight more 
  efficiently.
  
  182
  Chapter 1. Bestiary
  Wererat Thug
  Medium humanoid (human, shapechanger), lawful evil
  Armor Class 15 (leather, shield)
  Hit Points 44 (8d8 + 8)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          10 (+0)      16 (+3)      12 (+1)      11 (+0)      10 (+0)        8 (-1)
  Skills Perception +2, Stealth +5
  Damage Immunities bludgeoning, piercing, and slashing damage
    from nonmagical weapons that aren't silvered 
  Senses darkvision 60 ft., passive Perception 12
  Languages Common (can't speak in rat form)
  Challenge 3 (700 XP)
  Shapechanger. The wererat can use its action to polymorph into a 
  rat-humanoid hybrid or into a giant rat, or back into its true form, 
  which is humanoid. Its statistics, other than its size and 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.  
  Keen Smell. The wererat has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Pack Tactics. The wererat has advantage on an attack roll against 
  a creature if at least one of the wererat's allies is within 5 feet of the 
  creature and the ally isn't incapacitated.
  Sneak Attack (1/Turn). The wererat deals an extra 7 (2d6) damage 
  when it hits a target with a weapon attack and has advantage on the 
  attack roll, or when the target is within 5 feet of an ally of the wererat 
  that isn't incapacitated and the wererat doesn't have disadvantage on 
  the attack roll.
  Actions
  Multiattack. The wererat makes three attacks, only one of which can 
  be a bite.  
  Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. lf the target 
  is a humanoid, it must succeed on a DC 11 Constitution saving 
  throw or be cursed with wererat lycanthropy.
  Shortsword (Humanoid or Hybrid Form Only). Melee Weapon 
  Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing 
  damage. 
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage.
  Wererat Pack Lord
  Medium humanoid (human, shapechanger), lawful evil
  Armor Class 18 (studded leather, shield)
  Hit Points 98 (15d8 + 30)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          10 (+0)      18 (+4)      14 (+2)      12 (+1)      12 (+1)      12 (+1)
  Skills Perception +3, Stealth +5
  Damage Immunities bludgeoning, piercing, and slashing damage
    from nonmagical weapons that aren't silvered 
  Senses darkvision 60 ft., passive Perception 12
  Languages Common (can't speak in rat form)
  Challenge 6 (2,300 XP)
  Shapechanger. The wererat can use its action to polymorph into a 
  rat-humanoid hybrid or into a giant rat, or back into its true form, 
  which is humanoid. Its statistics, other than its size and 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.  
  Keen Smell. The wererat has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Pack Tactics. The wererat has advantage on an attack roll against 
  a creature if at least one of the wererat's allies is within 5 feet of the 
  creature and the ally isn't incapacitated.
  Packmaster. A wererat that starts its turn within 30 feet of this 
  wererat and that can see or hear this wererat gains Pack Tactics 
  until the start of its next turn. 
  Sneak Attack (1/Turn). The wererat deals an extra 14 (4d6) damage 
  when it hits a target with a weapon attack and has advantage on the 
  attack roll, or when the target is within 5 feet of an ally of the wererat 
  that isn't incapacitated and the wererat doesn't have disadvantage on 
  the attack roll.
  Summon Rats (Recharges after a Short or Long Rest). As a bonus 
  action, the wererat summons 3d4 giant rats.  The giant rats appear 
  in unoccupied spaces within 30 feet of the wererat and acts as its 
  allies.  The giant rats act right after the wererat on the same initiative 
  count and fight until they're destroyed. They disappear when the 
  wererat dies. 
  Actions
  Multiattack. The wererat makes three attacks, only one of which can 
  be a bite.  
  Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. lf the target 
  is a humanoid, it must succeed on a DC 11 Constitution saving 
  throw or be cursed with wererat lycanthropy.
  Shortsword (Humanoid or Hybrid Form Only). Melee Weapon 
  Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing 
  damage.
  Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., 
  one target. Hit: 7 (1d6 + 4) piercing damage.
  Call Assault (1/Day). Up to three wererat allies that are within 30 
  feet of this wererat can use their reaction to move up to half their 
  speed and make one melee weapon attack on the attack roll.  This 
  wererat can then take the Dash, Disengage, or Hide action as a 
  bonus action.
  Wererat Thug 
  Wererat thugs are bullies who take advantage of the weak.  They 
  often accompany normal wererats as the extra muscle.
  
  183
  Chapter 1. Bestiary
  Manticores
  Manticore Alpha
  Huge monstrosity, lawful evil
  Armor Class 16 (natural armor)
  Hit Points 161 (13d12 + 65)
  Speed 40 ft., fly 60 ft.
  STR           DEX           CON           INT           WIS           CHA 
         21 (+5)      18 (+4)       21 (+5)       7 (-2)        12 (+1)        8 (-1)
  Senses darkvision 60 ft., passive Perception 11
  Languages Common 
  Challenge 7 (2,900 XP)
  Tail Spike Regrowth. The manticore has thirty two tail spikes.  Used 
  spikes regrow when the manticore finishes a long rest.
  Actions
  Multiattack. The manticore makes three attacks: one with its bite 
  and two with its claws or three with its tail spikes.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,  one target. 
  Hit: 14 (2d8 + 5) percing damage.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 12 (2d6 + 5) slashing damage.  
  Tail Spike. Ranged Weapon Attack: +7 to hit, range 100/120 ft., one 
  target. Hit: 13 (2d8 + 4) piercing damage.
  Spike Volley. The manticore makes a Tail Spike attack against any 
  number of creatures within 15 feet of a point it can see within 100 
  feet. It must have tail spikes for each target, as normal, and it makes 
  a separate attack roll for each target.
  Commanding Roar (Recharge 5-6). As a bonus action, the 
  manticore emits a terrifying howl that also rallies its allies.  Each 
  ally that is within 30 feet of it, can hear it, and not already affected 
  by Commanding Roar gain advantage on attack rolls and saving 
  throw rolls until the start of the manticore's next turn. All other 
  creatures within 30 feet must succeed on a DC 16 Wisdom saving 
  throw or become frightened for 1 minute. A creature can repeat 
  the saving throw at the end of each of its turns, ending the effect on 
  itself on a success. If a creature's saving throw is successful or the 
  effect ends for it, the creature is immune to the manticore Savage 
  Howl for the next 24 hours.
  Alpha 
  The manticore alpha is an abnormally large male manticore, 
  reaching twice the size and weight of the average manticore.  It 
  leads a pack of manticores in organized forays into civilized 
  territories to snatch humanoid prey.  
    During combat, it can unleash a terrifying roar that strikes fear 
  into the hearts of its foes and prey while at the same time rousing 
  its allies.
  
  184
  Chapter 1. Bestiary
  Manticore  Skirmisher
  Large monstrosity, lawful evil
  Armor Class 15 (natural armor)
  Hit Points 102 (12d10 + 36)
  Speed 30 ft., fly 50 ft.
  STR           DEX           CON           INT           WIS           CHA 
         18 (+4)      18 (+4)       17 (+3)       7 (-2)        12 (+1)        8 (-1)
  Senses darkvision 60 ft., passive Perception 11
  Languages Common 
  Challenge 5 (1,800 XP)
  Lightfooted. The manticore can take the Dash or Disengage action 
  as a bonus action on each of its turns. 
  Tail Spike Regrowth. The manticore has twenty-four tail spikes.  
  Used spikes regrow when the manticore finishes a long rest.
  Skirmish Advantage. The manticore gains advantage on its first 
  attack roll this turn if it has moved at least 15 feet from its space at 
  the beginning of its turn.
  Actions
  Multiattack. The manticore makes three attacks: one with its bite 
  and two with its claws or three with its tail spikes.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,  one target. 
  Hit: 8 (1d8 + 4) percing damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) slashing damage.  
  Tail Spike. Ranged Weapon Attack: +7 to hit, range 100/120 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage.
  Reactions
  Skirmisher. When an enemy the manticore can see ends its turn 
  within 5 feet of it, the manticore can move up to half its speed. This 
  movement doesn’t provoke opportunity attacks.
  Manticore  Stalker
  Large monstrosity, lawful evil
  Armor Class 15 (natural armor)
  Hit Points 85 (10d10 + 30)
  Speed 30 ft., fly 50 ft.
  STR           DEX           CON           INT           WIS           CHA 
         17 (+3)      18 (+4)       17 (+3)       7 (-2)        12 (+1)        8 (-1)
  Skills Perception +3, Stealth +7, Survival +3
  Senses darkvision 60 ft., passive Perception 13
  Languages Common 
  Challenge 4 (1,100 XP)
  Stealthy. On each of its turns, the displacer beast stalker can use a 
  bonus action to take the Hide action.  
  Tail Spike Regrowth. The manticore has twenty-four tail spikes.  
  Used spikes regrow when the manticore finishes a long rest.
  Slay Foe (1/Turn). The manticore deals an extra 9 (2d8) damage 
  with its weapon attack if it hits a creature that doesn't have all its hit 
  points.  
  Actions
  Multiattack. The manticore makes three attacks: one with its bite 
  and two with its claws or three with its tail spikes.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,  one target. 
  Hit: 7 (1d8 + 3) percing damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 +3) slashing damage.  
  Tail Spike. Ranged Weapon Attack: +7 to hit, range 100/120 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage.
  Skirmisher 
  The skirmisher is a manticore that employs hit and run tactics 
  when hunting prey. 
  Stalker 
  The manticore stalker is a faultless tracker and crafty hunter.   It 
  strikes without warning, bringing down foes before they knew 
  what hit it.
  
  185
  Chapter 1. Bestiary
  Medusa, Greater
  Medusa, Greater
  Large monstrosity, lawful evil
  Armor Class 17 (natural armor)
  Hit Points 221 (21d10 + 105)
  Speed 40 ft., climb 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)      19 (+4)      20 (+5)      14 (+2)      15 (+2)      21 (+4)
  Saving Throws Dex +10, Con +11, Wis +8, Cha +10
  Skills Deception +10, Insight +8, Perception +8, Stealth +10
  Damage Resistances poison; bludgeoning, piercing, and slashing 
    from nonmagical weapons
  Senses darkvision 120 ft., passive Perception 17
  Languages Common
  Challenge 17 (18,000 XP)
  Blood of the Serpents.  A creature that hits the medusa with a melee 
  attack that deals piercing or slashing damage and is within 5 feet 
  of it takes 5 (1d10) poison damage. Additionally, a swarm of snakes 
  (MM p.338) appears in an unoccupied space within 5 feet of the 
  medusa, and acts as an ally of the medusa.
  Petrifying Gaze. When a creature that can see the medusa's eyes 
  starts its turn within 30 feet of the medusa, the medusa can force 
  it to make a DC 18 Constitution saving throw if the medusa isn't 
  incapacitated and can see the creature. If the saving throw fails by 
  5 or more, the creature is instantly petrified. Otherwise, a creature 
  that fails the save begins to turn to stone and is restrained. The 
  restrained creature must repeat the saving throw at the end of its 
  next turn, becoming petrified on a failure or ending the effect on 
  a success. The petrification lasts until the creature is freed by the 
  greater restoration spell or other magic.
    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 can't see the 
  medusa until the start of its next turn, when it can avert its eyes 
  again. If the creature looks at the medusa in the meantime, it must 
  immediately make the save. 
    If the medusa sees itself reflected on a polished surface within 30 
  feet of it and in an area of bright light, the medusa is, due to its curse, 
  affected by its own gaze.
  Spellcasting. The medusa is a 12th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It 
  has the following sorcerer spells prepared:
  Cantrips (at will): chill touch, minor illusion, mending, poison spray, 
    shape water
  1st level (4 slots): shield, thunderwave
  2nd level (3 slots): hold person, misty step  
  3rd level (3 slots): counterspell, fire ball
  4th level (3 slots): charm monster, dimension door, vitriolic sphere
  5th level (2 slots): cone of cold, enervation
  6th level (1 slot): globe of invulnerability
  Sorcery Points. The medusa has 12 sorcery points. It can spend l 
  or more sorcery points as a bonus action to gain one of the following 
  benefits: 
    Heightened Spell: When the medusa casts a spell that forces a 
  creature to make a saving throw to resist the spell's effects, the 
  medusa can spend 3 sorcery points to give one target of the spell 
  disadvantage on its first saving throw against the spell.
    Quickened Spell: When the medusa casts a spell that has a casting 
  time of 1 action, the medusa can spend 2 sorcery points to change 
  the casting time to 1 bonus action for this casting.
   Subtle Spell: When the medusa casts a spell, it can spend l sorcery 
  point to cast the spell without any somatic or verbal components.
  Legendary Resistance (3/Day). If the medusa fails a saving throw, it
  can choose to succeed instead.  
  Actions
  Multiattack. The medusa makes either three melee attacks - one 
  with its snake hair, one with its scimitar, and one to constrict - or 
  three ranged attacks with its longbow.
  Snake Hair. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  creature. Hit: 6 (1d4 + 4) piercing damage plus 21 (6d6) poison 
  damage.
  Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. 
  Hit: 11 (2d6 + 4) slashing damage. 
  Constrict. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 10 (2d6 + 3) bludgeoning damage.  If the target is a Large or 
  smaller creature, it is grappled (escape DC 13). Until this grapple 
  ends, the target is restrained, and the medusa can't constrict another 
  target. 
  Longbow. Ranged Weapon Attack: +10 to hit, range 60 ft., one target. 
  Hit: 13 (2d8 + 4) piercing damage plus 10 (3d6) poison damage. 
  Legendary Actions
  The medusa 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 medusa regains spent 
  legendary actions at the start of its turn.
  Attack. The medusa makes a scimitar or longbow attack or uses 
  Constrict.
  Force Petrifying Gaze (Costs 2 Actions). The medusa forces a 
  creature grappled and restrained by it to meet its gaze.  The target 
  must succeed on a DC 18 Constitution saving throw or become 
  petrified (see Petrifying Gaze).
  Cast a Spell (Costs 2 Actions). The medusa casts a spell from its
  list of prepared spells, using a spell slot as normal.
  Greater Medusa 
  Said to be where all common medusa have come from, the greater 
  medusa is a legendary creature.  Once the most alluring mortal in 
  the known world, she believed she was even more beautiful than 
  the gods.  Angered, the gods transformed her, making her look 
  monstrous, and then cursed her, ensuring that nobody else would 
  ever behold her form again, lest they turn to stone.  The greater 
  medusa has the upper body of a normal medusa, and the lower 
  body of a giant rattlesnake.
     She is a deadly foe to face in combat.  Aside from the obvious 
  danger of being turned into stone, she is an accomplished sorcerer 
  and an expert marksman with the longbow.  Her very blood is 
  poisonous, and when it hits the ground,  a swarm of snakes spring 
  from it and attack her foes.
  
  186
  Chapter 1. Bestiary
  Merfolk Priest
  Medium humanoid (merfolk), neutral evil
  Armor Class 11 
  Hit Points 39 (7d8 + 7)
  Speed 10 ft., swim 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          10 (+0)      13 (+1)      12 (+1)      11 (+0)      16 (+3)      12 (+1)
  Skills Perception +5, Religion +5
  Senses passive Perception 15
  Languages Aquan, Common
  Challenge 2 (450 XP)
  Amphibious. The merfolk can breathe air and water.  
  Spellcasting. The merfolk is a 7th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It 
  has the following cleric spells prepared:
  Cantrips (at will): guidance, resistance, mending, thaumaturgy
  1st level (4 slots): bless, cure wounds, guiding bolt, sanctuary
  2nd level (3 slots): aid, hold person, lesser restoration, spiritual
    weapon
  3rd level (3 slots): beacon of hope, mass healing word, revivify, 
    spirit guardians
  4th level (1 slot): control water
  Actions
  Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 3 (1d6 + 2) piercing damage, or 
  4 (1d8) piercing damage if used with two hands to make a melee 
  attack.   
  Reactions
  Divine Boon. When a creature within 30 feet of the merfolk and 
  is visible to the merfolk hits with a melee attack, the merfolk can 
  expend a spell slot to cause the target's melee attack to magically 
  deal an extra 7 (2d6) radiant damage to a target on a hit. If the 
  merfolk expends a spell slot of 2nd level or higher, the extra damage 
  increases by 1d6 for each level above 1st. 
  Merfolk
  Merfolk Scout
  Medium humanoid (merfolk), neutral evil
  Armor Class 13
  Hit Points 28 (5d8 + 5)
  Speed 10 ft., swim 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          10 (+0)      16 (+3)      12 (+1)      11 (+0)      12 (+1)      12 (+1)
  Skills Perception +3, Stealth +7
  Senses passive Perception 13
  Languages Aquan, Common
  Challenge 1 (200 XP)
  Amphibious. The merfolk can breathe air and water.  
  Lightfooted. The merfolk can take the Dash or Disengage action as a 
  bonus action on each of its turns. 
  Sneak Attack (1/Turn). The merfolk deals an extra 7 (2d6) damage 
  when it hits a target with a weapon attack and has advantage on the 
  attack roll, or when the target is within 5 feet of an ally of the merfolk 
  that isn't incapacitated and the merfolk doesn't have disadvantage on 
  the attack roll.
  Actions
  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.   
  Merfolk Shaman
  Medium humanoid (merfolk), neutral evil
  Armor Class 11
  Hit Points 52 (8d8 + 16)
  Speed 10 ft., swim 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          10 (+0)      13 (+1)      14 (+2)      11 (+0)      16 (+3)      12 (+1)
  Skills Perception +5, Religion +5
  Senses passive Perception 15
  Languages Aquan, Common
  Challenge 2 (450 XP)
  Amphibious. The merfolk can breathe air and water.  
  Spellcasting. The merfolk is an 8th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It 
  has the following druid spells prepared:
  Cantrips (at will): druidcraft, frostbite, shape water, thunderclap
  1st level (4 slots): healing word, entangle, thunderwave
  2nd level (3 slots): healing spirit, hold person  
  3rd level (3 slots): tidal wave, wall of water
  4th level (2 slots): control water, watery sphere
  Actions
  Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 3 (1d6 + 2) piercing damage, or 
  4 (1d8) piercing damage if used with two hands to make a melee 
  attack.   
  Change Shape (Recharges after a Short or Long Rest). The merfolk 
  magically polymorphs into a giant sea horse or giant octopus, 
  remaining in that form for up to 1 hour. It can revert to its true form 
  as a bonus action. 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.
  Presented in this section are three merfolk nonplayer character 
  examples: the merfolk priest, merfolk scout, and merfolk shaman.
  
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  Merrow
  Merrow Champion
  Large monstrosity, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 143 (15d10 + 60)
  Speed 10 ft., swim 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          20 (+5)      10 (+0)      18 (+4)        8 (-1)        10 (+0)        9 (-1)
  Skills Athletics +8, Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages Aquan, Common
  Challenge 7 (2,900 XP)
  Amphibious. The merrow can breathe air and water.  
  Indomitable (2/Day). The merrow rerolls a failed saving throw.  It 
  must use the new roll.
  Second Wind (Recharges after a Short or Long Rest). As a bonus 
  action, the merrow can regain 15 hit points.
  Actions
  Multiattack. The merrow makes three attacks: one with its bite and 
  one with its claws or harpoon, and one with its tail.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 9 (1d8 + 5) piercing damage.
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 10 (2d4 + 5) slashing damage. If the target is a creature, it must 
  succeed on a DC 16 Constitution saving throw or be poisoned for 1 
  minute. The target is also paralyzed while poisoned in this way. The 
  target can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.
  Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 10 (1d10 + 5) bludgeoning damage.
  Harpoon. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 11 (2d6 + 5) piercing damage plus 10 
  (3d6) poison damage.  If the target is a Huge or smaller creature, it 
  must succeed on a Strength contest against the merrow or be pulled 
  up to 20 feet toward the merrow. 
  Merrow Shaman
  Large monstrosity, chaotic evil
  Armor Class 13 
  Hit Points 102 (12d10 + 36)
  Speed 10 ft., swim 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)      10 (+0)      16 (+3)        8 (-1)        16 (+3)        9 (-1)
  Skills Perception +4, Religion +4
  Senses darkvision 60 ft., passive Perception 14
  Languages Aquan, Common
  Challenge 5 (1,800 XP)
  Amphibious. The merrow can breathe air and water.  
  Spellcasting. The merrow is an 8th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It 
  has the following druid spells prepared:
  Cantrips (at will): druidcraft, poison spray, shape water, thunderclap
  1st level (4 slots): bane, entangle, thunderwave
  2nd level (3 slots): blindness/deafness, hold person, moonbeam  
  3rd level (3 slots): call lightning, tidal wave, wall of water
  4th level (2 slots): control water, watery sphere
  Actions
  Multiattack. The merrow makes two attacks: one with its bite and 
  one with its claws or harpoon. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 9 (2d4 + 4) slashing damage.
  Harpoon. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 7 
  (2d6) lightning damage.  If the target is a Huge or smaller creature, it 
  must succeed on a Strength contest against the merrow or be pulled 
  up to 20 feet toward the merrow. 
  Change Shape (Recharges after a Short or Long Rest). The merrow 
  magically polymorphs into a hunter shark, remaining in that form 
  for up to 1 hour. It can revert to its true form as a bonus action. 
  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.
  Champion 
  The merrow champion is an abominable and cruel creature. It is 
  the mightiest of its kind and often leads them in raiding merfolk 
  and seaside communities.
  Shaman 
  A practioner of druidic magic, the merrow shaman can channel 
  and manipulate water.  It can also transform itself into a hunter 
  shark.
  
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  Greater Mimic
  Large monstrosity (shapechanger), neutral
  Armor Class 13
  Hit Points 133 (14d10 + 56)
  Speed 20 ft.
  STR           DEX           CON           INT           WIS           CHA 
          21 (+5)      12 (+1)      19 (+4)        6 (-2)       14 (+2)         8 (-1)
  Skills Stealth +7
  Damage Immunities acid
  Condition Immunities prone
  Senses darkvision 60 ft., passive Perception 12
  Languages -----
  Challenge 7 (2,900 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 creature adhered to the mimic is also grappled by it 
  (escape DC 15). Ability checks made to escape this grapple have 
  disadvantage.
  Ambusher. The mimic has advantage on attack rolls against any 
  creature it has surprised.
  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
  Multiattack. The mimic makes three attacks: two with its 
  pseudopods and one with its bite or acid spit.
  Pseudopod. Melee Weapon Attack: +8 to hit, reach 5 ft. one target. 
  Hit: 14 (2d8 + 5) bludgeoning damage. If the mimic is in object form, 
  the target is subjected to its Adhesive trait.   
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft. one target. Hit: 14 
  (2d8 + 5) bludgeoning damage plus 9 (2d8) acid damage.  
  Acid Spit. Ranged Spell Attack: +5 to hit, range 60 ft., one target. 
  Hit: 18 (4d8) acid damage.
  Mimics
  Greater Mimic 
  The greater mimic is an advanced form of mimic.  It normally 
  assumes the form of large-sized objects such as a giant-sized 
  chest, a king-sized bed, or a carriage.
    During combat, it can attack twice with its pseudopods and bite 
  those who are close enough to reach, or spit acid at distant targets.
  
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  Mimic, Enormous
  Huge monstrosity (shapechanger), neutral
  Armor Class 14
  Hit Points 225 (18d12 + 108)
  Speed 25 ft.
  STR           DEX           CON           INT           WIS           CHA 
          25 (+7)      12 (+1)      23 (+6)        7 (-2)       15 (+2)         8 (-1)
  Skills Stealth +11
  Damage Immunities acid
  Condition Immunities prone
  Senses darkvision 60 ft., passive Perception 12
  Languages -----
  Challenge 13 (10,000 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 creature adhered to the mimic is also grappled by it 
  (escape DC 17). Ability checks made to escape this grapple have 
  disadvantaged.
  Ambusher. The mimic has advantage on attack rolls against any 
  creature it has surprised.
  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
  Multiattack. The mimic makes four attacks: two with its pseudopods 
  and one with its bite or acid spit.
  Pseudopod. Melee Weapon Attack: +12 to hit, reach 5 ft. one target. 
  Hit: 20 (3d8 + 7) bludgeoning damage. If the mimic is in object form, 
  the target is subjected to its Adhesive trait.   
  Bite. Melee Weapon Attack: +12 to hit, reach 5 ft. one target. Hit: 20 
  (3d8 + 7) bludgeoning damage plus 13 (3d8) acid damage, and if the 
  target is Medium or smaller, it is grappled (escape DC 17). Until this 
  grapple ends, the mimic can bite only the grappled creature and has 
  advantage on attack rolls to do so.  
  Acid Spit. Ranged Spell Attack: +7 to hit, range 60 ft., one target. 
  Hit: 27 (6d8) acid damage.
  Swallow. The mimic makes one bite attack against a Medium or 
  smaller target it is grappling. If the attack hits, the target is also 
  swallowed, and the grapple ends. While swallowed, the target is 
  blinded and restrained, it has total cover against attacks and other 
  effects outside the mimic, and it takes 21 (6d6) acid damage at the 
  start of each of the mimic's turns. A mimic can have only up to one 
  Medium or two Small creatures swallowed at a time. 
    If the mimic takes 30 damage or more on a single turn from 
  the swallowed creature, the mimic must succeed on a DC 16 
  Constitution saving throw at the end of that turn or regurgitate all 
  swallowed creatures, which fall prone in a space within 10 feet 
  of the mimic. If the mimic dies, a swallowed creature is no longer 
  restrained by it and can escape from the corpse by using 10 feet of 
  movement, exiting prone.
  Enormous Mimic 
  The enormous mimic is the stuff of nightmares.  It is able to 
  assume to take the form of huge structures.  It is said that a single 
  enormous mimic devoured an entire legion of soldiers without 
  getting caught when it assumed the form of a barracks.
  
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  Chapter 1. Bestiary
  Mind Flayers
  Mind Flayer Assassin
  Medium aberration, lawful evil
  Armor Class 15 (studded leather)
  Hit Points 71 (13d8 + 13)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          11 (+0)      17 (+3)      12 (+1)      19 (+4)      15 (+2)      15 (+2)
  Saving Throws Dex +6,  Int +7, Wis +5
  Skills Deception +7, Insight +7, Investigation +7, Perception +8, 
    Persuasion +7, Stealth +9
  Senses darkvision 120 ft., passive Perception 19
  Languages Deep Speech, Undercommon, telepathy 120 ft.
  Challenge 8 (3,900 XP)
  Magic Resistance. The mind flayer has advantage on saving throws 
  against spells and other magical effects.
  Assassinate. During its first turn, the mind flayer has advantage on 
  attack rolls against any creature that hasn't taken a turn.  Any hit the 
  mind flayer scores against a surprised creature is a critical hit.
  Innate Spellcasting (Psionics). The mind flayer's innate spellcasting 
  ability is Intelligence (spell save DC 16). The mind flayer can innately 
  cast the following spells, without providing material components:
  At will: detect thoughts, levitate
  1/day: dominate monster, plane shift (self only)
  Soul Knives. As a bonus action, the mind flayer can create 
  scintillating knives of energy that project from both of its fists.  It 
  can’t hold anything in its hands while manifesting these blades. It 
  can dismiss them as a bonus action.
  Sneak Attack (1/Turn). The mind flayer deals an extra 10 (3d6) 
  damage when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 feet of 
  an ally of the mind flayer that isn't incapacitated and the mind flayer 
  doesn't have disadvantage on the attack roll.
  Actions
  Multiattack. The mind flayer makes three attacks: one with its 
  tentacles and two with its soul knives.
  Soul Knife. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 
  Hit: 8 (1d8 + 4) psychic damage, and the target can't take reactions 
  until the end of the mind flayer's next turn.
  Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 
  Hit: 5 (2d10 + 4) psychic damage.  If the target is Medium or 
  smaller, it is grappled (escape DC 15) and must succeed on a DC 15 
  Intelligence saving throw or be stunned until this grapple ends.
  Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  incapacitated humanoid grappled by the mind flayer. Hit: 55 (10d10) 
  piercing damage.  If the target is a Large or smaller creature, it is 
  grappled (escape DC 15). If this damage reduces the target to 0 hit 
  points, the mind flayer kills the target by extracting and devouring its 
  brain. 
  Mind Blast (Recharge 5-6). The mind flayer magically emits psychic 
  energy in a 60-foot cone. Each creature in that area must succeed 
  on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) psychic 
  damage and be stunned 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.
    
  Presented in this section are three mindflayer nonplayer character 
  examples: the mind flayer assassin, the mind flayer sorcerer, and 
  the mind flayer warlock.
  
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  Chapter 1. Bestiary
  5th level (2 slots): cone of cold, dominate person
  Sorcery Points. The mind flayer has 10 sorcery points. It can 
  spend l or more sorcery points as a bonus action to gain one of the 
  following benefits: 
    Heightened Spell: When the mind flayer casts a spell that forces 
  a creature to make a saving throw to resist the spell's effects, it can 
  spend 3 sorcery points to give one target of the spell disadvantage 
  on its first saving throw against the spell.
    Quickened Spell: When the mind flayer casts a spell that has a 
  casting time of 1 action, the mind flayer can spend 2 sorcery points 
  to change the casting time to 1 bonus action for this casting.
    Subtle Spell: When the mind flayer casts a spell, it can spend 
  l sorcery point to cast the spell without any somatic or verbal 
  components.
  Actions
  Tentacles. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 
  Hit: 5 (2d10 + 4) psychic damage.  If the target is Medium or 
  smaller, it is grappled (escape DC 15) and must succeed on a DC 15 
  Intelligence saving throw or be stunned until this grapple ends.
  Extract Brain. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  incapacitated humanoid grappled by the mind flayer. Hit: 55 (10d10) 
  piercing damage.  If the target is a Large or smaller creature, it is 
  grappled (escape DC 15). If this damage reduces the target to 0 hit 
  points, the mind flayer kills the target by extracting and devouring 
  its brain. 
  Mind Blast (Recharge 5-6). The mind flayer magically emits psychic 
  energy in a 60-foot cone. Each creature in that area must succeed 
  on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) psychic 
  damage and be stunned 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.
  Mind Flayer Sorcerer
  Medium aberration, lawful evil
  Armor Class 15 (breast plate)
  Hit Points 77 (14d8 + 14)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          11 (+0)      12 (+1)      12 (+1)      19 (+4)      15 (+2)      19 (+4)
  Saving Throws Int +8, Wis +6, Cha +8
  Skills Arcana +8, Deception +8, Insight +6, Perception +6, 
    Persuasion +8, Stealth +5
  Senses darkvision 120 ft., passive Perception 16
  Languages Deep Speech, Undercommon, telepathy 120 ft.
  Challenge 9 (5,000 XP)
  Magic Resistance. The mind flayer has advantage on saving throws 
  against spells and other magical effects.
  Innate Spellcasting (Psionics). The mind flayer's innate spellcasting 
  ability is Intelligence (spell save DC 16). The mind flayer can innately 
  cast the following spells, without providing material components:
  At will: detect thoughts, levitate
  1/day: dominate monster, plane shift (self only)
  Spellcasting. The mind flayer is an 10th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell 
  attacks). It has the following sorcerer spells prepared:
  Cantrips (at will): blade ward, dancing lights, mage hand,
    ray of frost, shocking grasp
  1st level (4 slots): shield, thunderwave
  2nd level (3 slots): blur, ray of enfeeblement
  3rd level (3 slots): catnap, counterspell, lightning bolt
  4th level (3 slots): greater invisibility, vitriolic sphere
  
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  Chapter 1. Bestiary
  prestidigitation, shocking grasp 
  1st level-5th level (4 5th-level slots): armor of Agathys, arms of
    Hadar, crown of madness, clairvoyance, contact other plane,
    detect thoughts, dimension door, dissonant whispers, dominate
    beast, telekinesis, vampiric touch
  1/day each: circle of death, maddening darkness, power word pain 
  Whispering Aura. At the start of each of the mind flayer's turns, 
  each creature of its choice within 5 feet of it must succeed on a DC 
  16 Wisdom saving throw or take 14 (4d6) psychic damage, provided 
  that the mind flayer isn't incapacitated.
  Actions
  Tentacles. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 
  Hit: 5 (2d10 + 4) psychic damage.  If the target is Medium or 
  smaller, it is grappled (escape DC 15) and must succeed on a DC 15 
  Intelligence saving throw or be stunned until this grapple ends.
  Extract Brain. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  incapacitated humanoid grappled by the mind flayer. Hit: 55 (10d10) 
  piercing damage.  If the target is a Large or smaller creature, it is 
  grappled (escape DC 15). If this damage reduces the target to 0 hit 
  points, the mind flayer kills the target by extracting and devouring 
  its brain. 
  Mind Blast (Recharge 5-6). The mind flayer magically emits psychic 
  energy in a 60-foot cone. Each creature in that area must succeed 
  on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) psychic 
  damage and be stunned 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.
  Mind Flayer Warlock
  Medium aberration, lawful evil
  Armor Class 15 (breast plate)
  Hit Points 98 (15d8 + 30)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          11 (+0)      12 (+1)      14 (+2)      19 (+4)      17 (+3)      19 (+4)
  Saving Throws Int +8, Wis +7, Cha +8
  Skills Arcana +8, Deception +8, Insight +7, Perception +7, 
    Persuasion +8, Stealth +5
  Senses darkvision 120 ft., passive Perception 17
  Languages Deep Speech, Undercommon, telepathy 120 ft.
  Challenge 9 (5,000 XP)
  Magic Resistance. The mind flayer has advantage on saving throws 
  against spells and other magical effects.
  Innate Spellcasting (Psionics). The mind flayer's innate spellcasting 
  ability is Intelligence (spell save DC 16). The mind flayer can innately 
  cast the following spells, without providing material components:
  At will: detect thoughts, levitate
  1/day: dominate monster, plane shift (self only)
  Spellcasting. The mind flayer is an 15th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell 
  attacks). It regains its expended spell slots when it finishes a short or 
  long rest. It knows the following warlock spells:
  Cantrips (at will): eldritch blast, guidance, mage hand, minor illusion,  
  
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  Chapter 1. Bestiary
  Minotaurs
  Minotaur Berserker
  Large monstrosity, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 114 (12d10 + 48)
  Speed 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          20 (+5)      11 (+0)      18 (+4)        6 (-2)       16 (+3)         9 (-1)
  Skills Perception +9
  Senses darkvision 60 ft., passive Perception 19
  Languages Abyssal
  Challenge 5 (1,800 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 16 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 during that turn, but attack rolls 
  against it have advantage until the start of its next turn.
  Actions
  Multiattack. The minotaur makes two attacks: one with its greataxe 
  and one with gore.  It can use Cleaving Swing in place of one attack.
  Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 18 (2d12 + 5) slashing damage.
  Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 + 5) piercing damage.
  Cleaving Swing (Recharges 5-6). The minotaur swings its greataxe, 
  and every creature within 5 feet of it must succeed on a DC 16 
  Dexterity saving throw. On a failed saving throw, a creature takes 18 
  (2d12 + 5) slashing damage, or half as much damage on a successful 
  one.
  Reactions
  Death Strike. In response to being reduced to 0 hit points by an 
  attack and the attack is not a critical hit, the minotaur can move up 
  to half its speed and make one melee attack with advantage before 
  dying or falling unconscious.
  Minotaur Savage Bull of 
  Baphomet
  Large monstrosity, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 143 (15d10 + 60)
  Speed 50 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          22 (+6)      11 (+0)      18 (+4)        6 (-2)       16 (+3)         9 (-1)
  Skills Perception +9
  Senses darkvision 60 ft., passive Perception 19
  Languages Abyssal
  Challenge 7 (2,900 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 13 (3d8) piercing damage. If the target is a creature, it 
  must succeed on a DC 17 Strength saving throw or be pushed up to 
  15 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 during that turn, but attack rolls 
  against it have advantage until the start of its next turn.
  Relentless (Recharges after a Short or Long Rest). If the minotaur 
  takes 25 damage or less that would reduce it to 0 hit points, it is 
  reduced to 1 hit point instead.
  Actions
  Multiattack. The minotaur makes three attacks: two with its claws 
  and one with gore.
  Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 13 (2d6 + 6) slashing damage.
  Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 17 (2d10 + 6) piercing damage.
  Berserker 
  The minotaur berserker is a ferocious combatant able to charge 
  recklessly into a throng of foes, hoping to cleave through several of 
  them with its massive greataxe.  Even after it is struck with a fatal 
  blow, the minotaur can still make one final lunging strike at its 
  attacker before dropping dead.
  Savage Bull of Baphoment 
  On very rare instances, Baphomet the Prince of Beasts would 
  instill its essence in a minotaur.  It would transform into what 
  is called a Savage Bull of Baphomet - a poweful, feral version of 
  the minotaur.
  
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  Minotaur Shaman
  Large monstrosity, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 119 (14d10 + 42)
  Speed 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)      11 (+0)       16 (+3)       6 (-2)       18 (+4)       10 (+0)
  Skills Perception +10, Survival +7
  Senses darkvision 60 ft., passive Perception 20
  Languages Abyssal
  Challenge 6 (2,300 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 16 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 during that turn, but attack rolls 
  against it have advantage until the start of its next turn.
  Spellcasting. The minotaur is an 8th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It 
  has the following druid spells prepared:
  Cantrips (at will): druidcraft, poison spray, thorn whip
  1st level (4 slots): earth tremor, entangle, thunderwave
  2nd level (3 slots): hold person, spike growth  
  3rd level (3 slots): dispel magic, erupting earth
  4th level (2 slots): freedom of movement, stoneskin
  Actions
  Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 17 (2d12 + 4) slashing damage.
  Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) piercing damage.
  Minotaur Warrior
  Large monstrosity, chaotic evil
  Armor Class 19 (splint mail, shield)
  Hit Points 85 (10d10 + 30)
  Speed 30 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 18
  Languages Abyssal
  Challenge 4 (1,100 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 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.
  Shaman 
  A few minotaurs are born with the gift to harness nature's magic 
  and serve as spiritual advisors to the tribe's chieftain.
  Warrior 
  Warriors are minotaurs trained with the use of armor and shields.    
  
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  Mummies
  Ettin Mummy
  Large undead, lawful evil
  Armor Class 11 (natural armor)
  Hit Points 133 (14d10 + 56)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          25 (+7)        8 (-1)         19 (+4)      6 (-2)       10 (+0)        12 (+1)
  Saving Throws Wis +3
  Skills Perception +6
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing, and slashing from 
    nonmagical weapons
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, paralyzed, 
    poisoned
  Senses darkvision 60 ft., passive Perception 16
  Languages Giant, Orc
  Challenge 9 (5,000 XP)
  Two Heads. The mummy has advantage on Wisdom (Perception) 
  checks and on saving throws against being blinded, charmed, 
  deafened, frightened, stunned, and knocked unconscious.
  Wakeful. When one of the mummy's heads is asleep, its other head 
  is awake.
  Actions
  Multiattack. The mummy can use its Dreadful Glare twice (once for 
  each head) and makes two rotting fist attacks.
  Rotting Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 16 (3d6 + 6) bludgeoning damage plus 10 (3d6) necrotic 
  damage.  If the target is a creature, it must succeed on a DC 15 
  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 12 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.
  Hill Giant Mummy
  Huge undead, lawful evil
  Armor Class 11 (natural armor)
  Hit Points 161 (14d12 + 70)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          25 (+7)        8 (-1)         21 (+5)      5 (-3)          9 (-1)        12 (+1)
  Saving Throws Wis +2
  Skills Perception +2
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing, and slashing from 
    nonmagical weapons
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, paralyzed, 
    poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages Giant
  Challenge 10 (5,900 XP)
  Actions
  Multiattack. The mummy can use its Dreadful Glare and makes two 
  rotting fist attacks.
  Rotting Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 20 (4d6 + 7) bludgeoning damage plus 10 (3d6) necrotic 
  damage.  If the target is a creature, it must succeed on a DC 16 
  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 12 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.
  Presented here are three examples of giant mummies: the ettin 
  mummy, the hill giant mummy, and the ogre mummy.  When 
  some civilizations emtomb their nobility, they will also include a 
  mummified giant which would serve as the tomb's guardian.
  
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  Chapter 1. Bestiary
  Ogre Mummy
  Large undead, lawful evil
  Armor Class 11 (natural armor)
  Hit Points 105 (11d10 + 44)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          23 (+6)        8 (-1)         18 (+4)      5 (-3)          7 (-2)        12 (+1)
  Saving Throws Wis +0
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing, and slashing from 
    nonmagical weapons
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, paralyzed, 
    poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Giant
  Challenge 4 (1,100 XP)
  Actions
  Multiattack. The mummy can use its Dreadful Glare and makes one 
  attack with its rotting fist.
  Rotting Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 16 (3d6 + 6) bludgeoning damage plus 10 (3d6) necrotic 
  damage.  If the target is a creature, it must succeed on a DC 14 
  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.
  
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  Chapter 1. Bestiary
  Sorcery Points. The mummy has 10 sorcery points. It can spend l 
  or more sorcery points as a bonus action to gain one of the following 
  benefits: 
    Heightened Spell: When the mummy casts a spell that forces a 
  creature to make a saving throw to resist the spell's effects, it can 
  spend 3 sorcery points to give one target of the spell disadvantage 
  on its first saving throw against the spell.
    Quickened Spell: When the mummy casts a spell that has a casting 
  time of 1 action, the mummy can spend 2 sorcery points to change 
  the casting time to 1 bonus action for this casting.
    Subtle Spell: When the mummy casts a spell, it can spend l sorcery 
  point to cast the spell without any somatic or verbal components.
  Actions
  Multiattack. The mummy can use its Dreadful Glare and makes one 
  attack with its rotting fist.
  Rotting Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) bludgeoning damage plus 14 (4d6) necrotic 
  damage.  If the target is a creature, it must succeed on a DC 15 
  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 16 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.
  Royal Sorcerer Mummy
  Medium undead, lawful evil
  Armor Class 11 (14 with mage armor)
  Hit Points 90 (12d8 + 36)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)      10 (+0)       17 (+3)     12 (+1)      12 (+1)       18 (+4)
  Saving Throws Con + 7, Wis +5, Cha +8
  Skills Arcana +5, Deception +8
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing, and slashing from 
    nonmagical weapons
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, paralyzed, 
    poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages the languages it knew in life
  Challenge 10 (5,900 XP)
  Magic Resistance. The mummy has advantage on saving throws 
  against spells and other magical effects.
  Spellcasting. The mummy is an 10th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell 
  attacks). It has the following sorcerer spells prepared:
  Cantrips (at will): acid splash, friends, mage hand, minor illusion,  
    poison spray, ray of frost
  1st level (4 slots): mage armor, shield
  2nd level (3 slots): blur, ray of enfeeblement
  3rd level (3 slots): counterspell, enemies abound, lightning bolt
  4th level (3 slots): dimension door, greater invisibility
  5th level (2 slots): cloudkill, cone of cold
  Royal Sorcerer 
  When an emperor or king dies and is mummified, some of its 
  most trusted advisors are also mummified and emtombed with 
  them to serve as guardians.  The royal sorcerer mummy is 
  an example.
  
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  Chapter 1. Bestiary
  Myconids
  Myconid Guard
  Medium plant, lawful neutral
  Armor Class 13 (natural armor)
  Hit Points 33 (5d8 + 10)
  Speed 20 ft.
  STR           DEX           CON           INT           WIS           CHA 
         10 (+0)       10 (+0)      14 (+2)      10 (+0)      13 (+1)        7 (-2)
  Skills Perception + 3
  Senses darkvision 120 ft., passive Perception 13
  Languages -----
  Challenge 1 (200 XP)
  Distress Spores. When the myconid takes damage, all other 
  myconids within 240 feet of it can sense its pain.
  Sun Sickness. While in sunlight, the myconid has disadvantage on 
  ability checks, attack rolls, and saving throws. The myconid dies if it 
  spends more than 1 hour in direct sunlight. 
  Actions
  Multiattack. The myconid makes two fist attacks.  It can replace one 
  of its fist attacks with Pacifying Spores.
  Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 5 (2d4) bludgeoning damage plus 5 (2d4) poison damage.
  Pacifying Spores (3/Day). The myconid ejects spores at one 
  creature it can see within 5 feet of it. The target must succeed on a 
  DC 12 Constitution saving throw or be stunned 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.
  Rapport Spores. A 20-foot radius of spores extends from the 
  myconid. These spores can go around corners and affect only 
  creatures with an Intelligence of 2 or higher that aren't undead, 
  constructs, or elementals. Affected creatures can communicate 
  telepathically with one another while they are within 30 feet of each 
  other. The effect lasts for 1 hour.
  Myconid Devoted
  Medium plant, lawful neutral
  Armor Class 12 (natural armor)
  Hit Points 39 (6d8 + 12)
  Speed 20 ft.
  STR           DEX           CON           INT           WIS           CHA 
         10 (+0)       10 (+0)      14 (+2)      10 (+0)      14 (+2)        7 (-2)
  Senses darkvision 120 ft., passive Perception 13
  Languages -----
  Challenge 1 (200 XP)
  Distress Spores. When the myconid takes damage, all other 
  myconids within 240 feet of it can sense its pain.
  Sun Sickness. While in sunlight, the myconid has disadvantage on 
  ability checks, attack rolls, and saving throws. The myconid dies if it 
  spends more than 1 hour in direct sunlight. 
  Actions
  Multiattack. The myconid uses either its Healing Spores or 
  Pacifying Spores, then makes a stipe staff attack.
  Stipe Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 7 (2d6) bludgeoning damage plus 7 (2d6) poison damage.
  Healing Spores (3/Day). A 10-foot radius of spores extends from the 
  myconid. These spores can go around corners and affect only living 
  creatures. Affected creatures regain 7 (2d6) hit points.
  Pacifying Spores (3/Day). The myconid ejects spores at one 
  creature it can see within 5 feet of it. The target must succeed on a 
  DC 12 Constitution saving throw or be stunned 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.
  Rapport Spores. A 20-foot radius of spores extends from the 
  myconid. These spores can go around corners and affect only 
  creatures with an Intelligence of 2 or higher that aren't undead, 
  constructs, or elementals. Affected creatures can communicate 
  telepathically with one another while they are within 30 feet of each 
  other. The effect lasts for 1 hour.
  Reactions
  Self-Sacrifice. When a creature within 5 feet of the myconid is hit 
  by an attack, the myconid swaps places with that creature and is hit 
  instead.
  Guard 
  Myconid guards watch over the myconid workers, protecting them 
  from intruders and predators.
  Devoted 
  The myconid devoted serves as the healer of the myconid.  Aside 
  from its other spore abilities, it can also release spores that heal 
  the wounds of multiple targets.
  
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  Chapter 1. Bestiary
  Nagas, Ancient
  Ancient Bone Naga
  Huge monstrosity, lawful evil
  Armor Class 16 (natural armor)
  Hit Points 105 (11d12 + 33)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          19 (+4)      16 (+3)       16 (+3)     16 (+3)      16 (+3)       17 (+3)
  Saving Throws Int +8, Wis +10, Cha +9
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages Common plus one other language
  Challenge 9 (5,000 XP)
  Magic Resistance. The naga has advantage on saving throws against 
  spells and other magical effects.
  Spellcasting. The naga is a 10th-level spellcaster (spell save 
  DC 15, +7 to hit with spell attacks) that needs only verbal 
  components to cast its spells. 
    If the naga was a guardian naga in life , its spellcasting ability is 
  Wisdom, and it has the following cleric spells prepared:
  Cantrips (at will): mending, sacred flame, thaumaturgy
  1st level (4 slots) : command, cure wounds, shield of faith
  2nd level (3 slots): calm emotions, hold person
  3rd level (3 slots): bestow curse, clairvoyance
  4th level (3 slots): banishment, freedom of movement
  5th level (2 slots): flame strike, geas
    If the naga was a spirit naga in life , its spellcasting ability is 
  Intelligence, and it has the following wizard spells prepared:
  Cantrips (at will): mage hand, minor illusion, ray of frost
  1st level (4 slots) : charm person, detect magic, sleep
  2nd level (3 slots): detect thoughts, hold person
  3rd level (3 slots): lightning bolt, water breathing
  4th level (3 slots): blight, dimension door
  5th level (2 slots): dominate person
  Actions
  Multiattack. The naga makes two attacks: one with its bite and one 
  with its tail.
  Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. 
  Hit: 14 (3d6 + 4) piercing damage plus 14 (4d6) poison damage.
  Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 
  (3d6 + 4) bludgeoning damage.  
  Legendary Actions
  The naga 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 naga regains spent 
  legendary actions at the start of its turn.
  Tail. The naga makes a tail attack.
  Bite (Costs 2 Actions). The naga makes a bite attack.
  Cast a Spell (Costs 2 Actions). The naga casts a spell from its list of 
    innate spells, using a spell slot as normal.
  Ancient Spirit Naga
  Huge monstrosity, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 126 (12d12 + 48)
  Speed 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          22 (+6)      17 (+3)       18 (+4)     17 (+3)      16 (+3)       17 (+3)
  Saving Throws Dex +9, Con +10, Wis +10, Cha +9
  Damage Immunities poison
  Condition Immunities charmed, poisoned
  Senses darkvision 60 ft., passive Perception 15
  Languages Celestial, Common
  Challenge 13 (10,000 XP)
  Magic Resistance. The naga has advantage on saving throws against 
  spells and other magical effects.
  Rejuvenation. If it dies, the naga returns to life in ld6 days and 
  regains all its hit points. Only a wish spell can prevent this trait from 
  functioning.
  Spellcasting. The naga is a 14th-level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 16, +8 to hit with spell attacks) 
  and it needs only verbal components to cast its spells. It has the 
  following wizard spells prepared:
  Cantrips (at will): mage hand, minor illusion, ray of frost
  1st level (4 slots) : charm person, detect magic, sleep
  2nd level (3 slots): detect thoughts, hold person, misty step
  3rd level (3 slots): dispel magic, lightning bolt, water breathing
  4th level (3 slots): blight, dimension door
  5th level (2 slots): dominate person, telekinesis
  6th level (1 slot): chain lightning, disintegrate
  7th level (1 slot): finger of death, symbol
  Actions
  Multiattack. The naga makes two attacks: one with its bite and one 
  with its tail.  
  Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 
  Hit: 13 (2d6 + 6) piercing damage, and the target must make a DC 
  18 Constitution saving throw, taking 40 (9d8) poison damage on a 
  failed save, or half as much damage on a successful one.
  Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 
  16 (3d6 + 6) bludgeoning damage.  
  Legendary Actions
  The naga 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 naga regains spent 
  legendary actions at the start of its turn.
  Tail. The naga makes a tail attack.
  Bite (Costs 2 Actions). The naga makes a bite attack.
  Cast a Spell (Costs 2 Actions). The naga casts a spell from its list of 
    innate spells, using a spell slot as normal.
  Presented in this section are the ancient versions of the bone, 
  spirit, and guardian naga.
  
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  Chapter 1. Bestiary
  6th level (1 slot): heal, true seeing
  7th level (1 slot): divine word, resurrection
  8th level (1 slot): holy aura
  Actions
  Multiattack. The naga makes two attacks: one with its bite and one 
  with its tail.  It can replace a bite attack with Spit Poison.
  Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 
  Hit: 15 (2d8 + 6) piercing damage, and the target must make a DC 
  18 Constitution saving throw, taking 54 (12d8) poison damage on a 
  failed save, or half as much damage on a successful one.
  Spit Poison. Ranged Weapon Attack: +9 to hit, reach 20 ft./40 ft., 
  one target. Hit: The target must make a DC 18 Constitution saving 
  throw, taking 54 (12d8) poison damage on a failed save, or half as 
  much damage on a successful one.
  Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 
  19 (3d8 + 6) bludgeoning damage.  
  Legendary Actions
  The naga 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 naga regains spent 
  legendary actions at the start of its turn.
  Tail. The naga makes a tail attack.
  Bite (Costs 2 Actions). The naga makes a bite attack.
  Spit Poison (Costs 2 Actions). The naga uses Spit Poison.
  Cast a Spell (Costs 2 Actions). The naga casts a spell from its list of 
    innate spells, using a spell slot as normal.
  Ancient Guardian Naga 
  Huge monstrosity, lawful good
  Armor Class 19 (natural armor)
  Hit Points 196 (17d12 + 85)
  Speed 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          23 (+6)      18 (+4)       20 (+5)     17 (+3)      20 (+5)       19 (+4)
  Saving Throws Dex +9, Con +10, Int +8, Wis +10, Cha +9
  Damage Immunities poison
  Condition Immunities charmed, poisoned
  Senses darkvision 60 ft., passive Perception 15
  Languages Celestial, Common
  Challenge 15 (13,000 XP)
  Magic Resistance. The naga has advantage on saving throws against 
  spells and other magical effects.
  Rejuvenation. If it dies, the naga returns to life in ld6 days and 
  regains all its hit points. Only a wish spell can prevent this trait from 
  functioning.
  Spellcasting. The naga is a 15th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 16, +8 to hit with spell attacks) and 
  it needs only verbal components to cast its spells. It has the following 
  cleric spells prepared:
  Cantrips (at will): mending, sacred flame, thaumaturgy
  1st level (4 slots) : command, cure wounds, shield of faith
  2nd level (3 slots): calm emotions, hold person, zone of truth
  3rd level (3 slots): bestow curse, clairvoyance, dispel magic
  4th level (3 slots): banishment, freedom of movement
  5th level (2 slots): flame strike, geas
  
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  Chapter 1. Bestiary
  Nightmare, Cauchemar
  Cauchemar
  Huge fiend, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 173 (15d12 + 75)
  Speed 60 ft., fly 90 ft.
  STR           DEX           CON           INT           WIS           CHA 
          22 (+6)      15 (+2)       20 (+5)     10 (+3)      14 (+2)       16 (+3)
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 12
  Languages understands Abyssal, Common, and Infernal but
    can't speak
  Challenge 8 (3,900 XP)
  Aura of Dread. A creature hostile to the cauchemar that starts its 
  turn within 20 feet of the cauchemar must succeed on a DC 14 
  Wisdom saving throw, unless the cauchemar is incapacitated. On 
  a failed save, the target is frightened until the start of its next turn. 
  While frightened in this way, the target can't perform any actions 
  except move up to half its speed. If a creature's saving throw is 
  successful, the creature is immune to the cauchemar's Aura of Dread 
  for the next 24 hours. 
  Confer Fire Resistance. The cauchemar can grant resistance to fire 
  damage to anyone riding it.
  Illumination. The cauchemar sheds bright light in a 15-foot radius 
  and dim light for an additional 15 feet.
  Actions
  Multiattack. The cauchemar makes two attacks: one with its bite and 
  one with its hooves.  
  Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. 
  Hit: 13 (2d6 + 6) piercing damage plus 10 (3d6) fire damage.
  Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 20 (4d6 + 6) bludgeoning damage plus 10 (3d6) fire damage.
  Ethereal Stride. The cauchemar and up to three willing creatures 
  within 5 feet of it magically enter the Ethereal Plane from the 
  Material Plane, or vice versa.  
  Sulfur Breath (Recharge 5-6). The cauchemar exhales nauseating 
  sulfurous smoke in a 15-foot cone.  The smoke spreads around 
  corners, and its area is heavily obscured.  Each creature in that area 
  must succeed on a DC 16 Constitution saving throw.  On a failed 
  save, the creature takes 14 (4d6) fire damage and spends its action 
  on each of its turns retching and reeling 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. Creatures that don't need to breathe or 
  are immune to fire automatically succeed on this saving throw.  On 
  a successful save, the creature takes half as much damage and does 
  not suffer any other effects.
  Cauchemar 
  The cauchemar is a larger and more dangerous nightmare. It 
  perpetually projects an aura of dread and can exhale a cone of 
  sulfurous smoke that can nauseate those who are unfortunate 
  enough to get caught in it.  They are normally the steeds of large 
  fiend commanders and blackguards.
  
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  Chapter 1. Bestiary
  Nothics
  Nothic Eye of Vecna
  Medium aberration, neutral evil
  Armor Class 17 (natural armor)
  Hit Points 105 (14d8 + 42)
  Speed 30 ft., climb 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         14 (+2)       16 (+3)      16 (+3)      16 (+3)      16 (+3)        8 (-1)
  Skills Arcana +5, Insight +7, Perception +4, Religion + 6, Stealth +6
  Senses truesight 120 ft., passive Perception 13
  Languages Undercommon
  Challenge 8 (3,900 XP)
  Decaying Gaze. When a creature starts its turn within 30 feet of the 
  nothic and is able to see the nothic's eye, the nothic can magically 
  force it to make a DC 13 Constitution saving throw, unless the 
  nothic is incapacitated. 
    On a failed saving throw, the creature takes 21(6d6) necrotic 
  damage and its hit point maximum is reduced by an amount equal to 
  the damage taken. This reduction lasts until the creature finishes a 
  long rest. The target dies if this effect reduces its hit point maximum 
  to 0.
  Keen Sight. The nothic has advantage on Wisdom (Perception)
  checks that rely on sight. 
  Actions
  Multiattack. The nothic uses its Decaying Gaze and makes two claw 
  attacks.  
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) slashing damage plus 10 (3d6) necrotic damage.
  Decaying Glare. The nothic targets one creature it can see within 30 
  feet of it. The target must succeed on a DC 13 Constitution saving 
  throw against this magic or take 21 (6d6) necrotic damage and its 
  hit point maximum is reduced by an amount equal to the damage 
  taken. This reduction lasts until the creature finishes a long rest. 
  The target dies if this effect reduces its hit point maximum to 0.
  Mind Twitch (Recharge 5-6). The nothic chooses up to three 
  creatures it can see within 60 feet of it. Each target must succeed on 
  a DC 14 Intelligence saving throw, or it takes 21 (4d8 + 3) psychic 
  damage and must use their reaction to move up to half its speed to a 
  space of the nothic's choice that the nothic can see.  This movement 
  provokes opportunity attacks.  Constructs and undead are immune 
  to this effect.
  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.
  Eye of Vecna 
  An eye of Vecna was once a necromancer wizard who tirelessly 
  sought the secrets of Lichdom.  In the end, it failed and was 
  cursed to become a more dangerous type of nothic.   It can cause a 
  creature's flesh to decay and rot with a mere stare.
  
  203
  Chapter 1. Bestiary
  Nothic Mindblight
  Medium aberration, neutral evil
  Armor Class 16 (natural armor)
  Hit Points 75 (10d8 + 30)
  Speed 30 ft., climb 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         14 (+2)       16 (+3)      16 (+3)      14 (+2)      12 (+1)        8 (-1)
  Skills Arcana +5, Insight +7, Perception +4, Stealth +6
  Senses truesight 120 ft., passive Perception 13
  Languages Undercommon
  Challenge 5 (1,800 XP)
  Insanity Gaze. When a creature starts its turn within 30 feet of the 
  nothic and is able to see the nothic's eye, the nothic can magically 
  force it to make a DC 13 Intelligence saving throw, unless the nothic 
  is incapacitated. 
    On a failed saving throw, the creature must use its action to move 
  up to its speed and make a melee weapon attack against a creature 
  of the nothic's choice that the nothic can see.  Constructs and 
  undead are immune to this effect.
  Keen Sight. The nothic has advantage on Wisdom (Perception)
  checks that rely on sight. 
  Actions
  Multiattack. The nothic uses its Rotting Gaze and makes two claw 
  attacks.  
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) psychic damage.
  Rotting Gaze. The nothic targets one creature it can see within 30 
  feet of it. The target must succeed on a DC 13 Constitution saving 
  throw against this magic or take 14 (4d6) necrotic damage.
  Mind Rot (Recharge 5-6). The nothic chooses up to three creatures 
  it can see within 60 feet of it. Each target must succeed on a DC 14 
  Intelligence saving throw, or it takes 15 (3d8 + 2) psychic damage,  
  has disadvantage to attack rolls, ability checks, and saving throws, 
  and can't use reactions until the end of the nothic's next turn.  If the 
  target is a spellcaster that has unused spell slots, it also expends 
  1d4 spell slots (chosen at random). Constructs and undead are 
  immune to this effect.
  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.
  Mindblight 
  The mindblight was a wizard enchanter before it was cursed to 
  become a nothic.  Those foolish enough to look at it risk becoming 
  temporarily mind controlled by the mindblight.
  
  204
  Chapter 1. Bestiary
  Ogres
  Ogre Bruiser
  Large giant chaotic evil
  Armor Class 11 (hide armor)
  Hit Points 105 (11d10 + 44)
  Speed 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          21 (+5)        8 (-1)        18 (+4)       5 (-3)          7 (-2)          7 (-2)
  Senses darkvision 60 ft., passive Perception 8
  Languages Common, Giant
  Challenge 4 (1,100 XP)
  Actions
  Multiattack. The ogre makes two melee attacks.  It can use its 
  Cleaving Swing in place of one of its greatclub attacks.
  Greatclub. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8+ 5) bludgeoning damage and the target gains 
  disadvantage on its next attack roll until the end of its next turn.
  Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
  Cleaving Swing (Recharges 5-6). The ogre swings its greatclub, and 
  every creature within 5 feet of it must succeed on a DC 15 Dexterity 
  saving throw. On a failed saving throw, a creature takes 14 (2d8 + 5) 
  bludgeoning damage, or half as much damage on a successful one.
  Ogre Champion of Vaprak
  Large giant, chaotic evil
  Armor Class 16 (chain mail)
  Hit Points 114 (12d10 + 48)
  Speed 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          22 (+6)        8 (-1)        18 (+4)       6 (-2)          8 (-1)        10 (+0)
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Giant
  Challenge 7 (2,900 XP)
  Regeneration. The ogre regains 10 hit points at the start of its turn. 
  If the ogre takes acid or fire damage, this trait doesn't function at 
  the start of the ogre's next turn. The ogre dies only if it starts its turn 
  with 0 hit points and doesn't regenerate. 
  Indomitable (2/Day). The ogre rerolls a failed saving throw.  It must 
  use the new roll.
  Wrathful Smite (Recharge 4-6). As a bonus action, the ogre deals an 
  extra 3d6 necrotic damage when it hits a target with a melee attack 
  and the target must succeed on a DC 11 Wisdom saving throw or 
  become frightened until the end of the ogre's next turn.
  Actions
  Multiattack. The ogre makes two melee attacks.  
  Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 17 (2d12 + 4) slashing damage.
  Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
  Ogre Chieftain
  Large giant, chaotic evil
  Armor Class 17 (splint)
  Hit Points 137 (13d10 + 65)
  Speed 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          22 (+6)        8 (-1)        20 (+4)       6 (-2)          8 (-1)        10 (+0)
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Giant
  Challenge 8 (3,900 XP)
  Bark Orders. As a bonus action, the ogre targets one ally it can see 
  within 30 feet of it. If the target can see and hear the ogre, the target 
  can move up to half its speed and make one weapon attack as a 
  reaction but has disadvantage on the attack roll.
  Actions
  Multiattack. The ogre makes two melee attacks.  It can use its 
  Cleaving Swing in place of one of its spiked greatclub attacks.
  Spiked Greatclub. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 15 (2d8+ 6) bludgeoning damage plus 4 (1d8) piercing 
  damage.  If the target is a creature and the attack roll against the 
  target succeeds by 5 or more, the target must succeed on a DC 17 
  Constitution saving throw or be stunned until the end of its next turn.
  Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
  Cleaving Swing (Recharges 5-6). The ogre swings its spiked 
  greatclub, and every creature within 5 feet of it must succeed on a 
  DC 17 Dexterity saving throw. On a failed saving throw, a creature 
  takes 15 (2d8 + 6) bludgeoning damage plus 4 (1d8) piercing 
  damage, or half as much damage on a successful one.
  Bruiser 
  The ogre bruiser cares about nothing else but inflicting pain to its 
  foes before finishing them with its greatclub.
  Champion of Vaprak 
  Vaprak, the god of trolls and ogres, will sometimes implant his 
  divine essence into an ogre infant.  This causes the infant to grow 
  into a monstrous ogre with the ability to regenerate wounds like a 
  troll and smite its foes.  Such a creature normally leads its kin to 
  battle.
  Chieftain 
  The ogre chieftain is the largest and most intimidating ogre in its 
  tribe.  While it sees itself as a commander and tactician in battle, 
  it is not a particularly good one as it merely bullies its troops into 
  action. 
  Shaman 
  The ogre shaman is the spiritual leader of an ogre tribe and is 
  second only to its chieftain.  In combat, it would support its kin as 
  healer and unleash the powers of the earth against its foes.
  Skirmisher 
  Leaner but quicker than the average ogre, the skirmisher prefers 
  to attack from afar and use hit and run tactics. 
  
  205
  Chapter 1. Bestiary
  Ogre Skirmisher
  Large giant chaotic evil
  Armor Class 14 (hide armor)
  Hit Points 68 (9d10 + 18)
  Speed 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          19 (+4)      14 (+2)       14 (+2)       5 (-3)          7 (-2)          7 (-2)
  Senses darkvision 60 ft., passive Perception 8
  Languages Common, Giant
  Challenge 3 (700 XP)
  Skirmish Advantage. The ogre gains advantage on its first attack 
  roll this turn if it has moved at least 15 feet from its space at the 
  beginning of its turn.
  Actions
  Multiattack. The ogre makes two melee or ranged attacks.  
  Greatclub. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8+ 5) bludgeoning damage.
  Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
  Reactions
  Skirmisher. When an enemy the ogre can see ends its turn within 
  5 feet of it, the ogre can move up to half its speed. This movement 
  doesn’t provoke opportunity attacks.
  Ogre Shaman
  Large giant chaotic evil
  Armor Class 12 (hide armor)
  Hit Points 85 (10d10 + 30)
  Speed 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          19 (+4)      10 (+0)       16 (+3)       5 (-3)       12 (+1)         7 (-2)
  Senses darkvision 60 ft., passive Perception 8
  Languages Common, Giant
  Challenge 4 (1,100 XP)
  Spellcasting. The ogre is a 6th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 12, +3 to hit with spell attacks). It 
  has the following druid spells prepared:
  Cantrips (at will): druidcraft, poison spray, thorn whip
  1st level (4 slots): earth tremor, entangle, healing word 
  2nd level (3 slots): hold person, spike growth  
  3rd level (3 slots): bestow curse, erupting earth
  Actions
  Multiattack. The ogre makes two melee or ranged attacks.  
  Greatclub. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8+ 5) bludgeoning damage.
  Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
  
  206
  Chapter 1. Bestiary
  Skullcrusher Ogre
  Large giant, lawful evil
  Armor Class 20 (plate, shield)
  Hit Points 94 (11d10 + 33)
  Speed 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          19 (+4)        8 (-1)        16 (+3)       5 (-3)          8 (-1)          7 (-2)
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Giant
  Challenge 5 (1,800 XP)
  Skullcrush. If the ogre scores a critical hit against a creature with a 
  melee attack, the creature is stunned until the end of the ogre's next 
  turn.
  Actions
  Multiattack. The ogre makes two melee attacks.  
  Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) bludgeoning damage.
  Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is Large 
  or smaller, it must succeed on a DC 14 Strength saving throw or be 
  knocked prone.
  Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
  Ogre Warhulk
  Large giant, chaotic evil
  Armor Class 17 (splint)
  Hit Points 114 (12d10 + 48)
  Speed 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          21 (+6)        8 (-1)        18 (+4)       5 (-3)          8 (-1)          7 (-2)
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Giant
  Challenge 6 (2,300 XP)
  Actions
  Multiattack. The ogre makes two melee attacks.  
  Great Flail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 17 (2d10 + 6) bludgeoning damage.
  Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 13 (2d6 + 6) piercing damage.
  Whirling Flail (Recharge 5-6). The ogre warhulk moves up to half 
  its speed and targets each creature within 10 feet of it during its 
  movement. Each target must succeed on a DC 17 Dexterity saving 
  throw or take 17 (2d10 + 6) bludgeoning damage and be knocked 
  prone. 
  Warhulk 
  The warhulk is a large ogre that has 
  mastered the use of the giant flail.  In 
  combat, it can move and swing its flail 
  around and hit multiple foes.
  Skullcrusher 
  Ogres normally just wear loincloths 
  and hide as armor, but not the 
  skullcrusher.  They can wear plate 
  armor and shields, and prefer to use 
  giant morningstars as weapons, which 
  they use to crush skulls with.  Unlike their 
  kin, skullcrusher ogres are more 
  disciplined and are trained to 
  follow orders during battle.
  
  207
  Chapter 1. Bestiary
  Oni
  creature, it must succeed on a DC 14 Wisdom saving throw or fall 
  unconscious.  The creature remains unconscious for 1 minute, or 
  until it takes damage, or someone uses an action to shake or slap 
  the creature awake.
  Change Shape. The oni magically polymorphs into a Small or 
  Medium humanoid, into a Large giant, or back into its true form. 
  Other than its size, its statistics are the same in each form. The only 
  equipment that is transformed is its glaive, which shrinks so that 
  it can be wielded in humanoid form . If the oni dies, it reverts to its 
  true form, and its morningstar reverts to its normal size.
  Nightmare Haunting (1/Day). While on the Ethereal Plane, the oni 
  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 the oni gains 3d10 temporary 
  hit points.  The oni's temporary hit points last for 12 hours.  The 
  reduction to the target's hit point maximum lasts until removed by 
  the greater restoration spell or similar magic.
  Reactions
  Fade into Mist (Recharge 5-6).  When hit by an attack roll, the 
  attack instead misses and the oni turns into a gaseous form and 
  moves up to 60 feet away to an unoccupied space it can see.  While 
  in this form, the oni can enter the space of another creature and 
  has resistance to nonmagical damage, and it has advantage on 
  5trength, Dexterity, and Constitution saving throws.  The target can 
  pass through small holes, narrow openings, and even mere cracks, 
  though it treats liquids as though they were solid surfaces. The 
  target can't fall and remains hovering in the air even when stunned 
  or otherwise incapacitated.
    While in the form of a misty cloud, the target can't talk or 
  manipulate objects, and any objects it was carrying or holding can't 
  be dropped, used, or otherwise interacted with.  It remains in this 
  form until the start of its next turn.
  Oni Night Haunter
  Large giant, lawful evil
  Armor Class 16 (natural armor)
  Hit Points 128 (15d10 + 45)
  Speed 30 ft., fly 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          19 (+4)      14 (+2)       16 (+3)     14 (+2)      12 (+1)       16 (+3)
  Saving Throws Dex + 5, Con + 6, Wis +4, Cha +6
  Skills Arcana +5, Deception +9, Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Giant
  Challenge 8 (3,900 XP)
  Innate Spellcasting. The oni's innate spellcasting ability is Charisma 
  (spell save DC 14). The oni can innately cast the following spells, 
  without providing material components:
  At will: darkness, invisibility
  2/day: charm person, ray of enfeeblement, sleep
  1/day each: cone of cold, gaseous form, plane shift (self only)
  Magic Weapons. The oni's weapon attacks are magical.
  Regeneration. The oni regains 10 hit points at the start of its turn if 
  it has at least 1 hit point. 
  Soul Devourer. The oni devours the souls of the victims it has slain 
  through its Nightmare Haunting.  Only through a wish spell, or 
  by slaying the oni, can the victims' souls be free and willing to be 
  resurrected.
  Actions
  Multiattack. The oni makes two attacks, either with its claws or with 
  its morningstar.
  Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) bludgeoning damage.
  Claw (Oni Form Only). Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) slashing damage. If the target is a 
  Night Haunter 
  The night haunter is an insidious oni that prefers to slay its victims 
  in their sleep.
    The Boogeyman.  The oni night haunter begins by assuming a 
  humanoid form appropriate to its surroundings, and befriends a 
  fellow traveler before entering a town or village.  After successfully 
  injecting itself into a community and winning the trust of the 
  people around it, it starts haunting them one by one in their 
  dreams.  It prioritizes targeting the children first, as these are its 
  favorite to devour.  Only when it has slain one using its Nightmare 
  Haunting ability does it materialize and feast on the victim's 
  corpse. It continues to repeat this process until it has slain and 
  devoured as many victims as it can before attracting unwanted 
  attention to itself.
  
  208
  Chapter 1. Bestiary
  Actions
  Multiattack. The oni makes two attacks, either with its claws or its 
  spiked chain or spiked chain slam.
  Claw (Oni Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) slashing damage. 
  Spiked Chain. Melee Weapon Attack: +8 to hit, reach 20 ft., one 
  target. Hit: 15 (2d10 + 4) slashing damage, and the target is 
  grappled (escape DC 18).  While a creature is grappled this way, the 
  oni can't use one of its spiked chain attacks.
  Spiked Chain Slam. The oni slams a Large or smaller creature 
  grappled by its spiked chain into another creature or a solid surface 
  within 20 feet. Both creatures must succeed on a DC 18 Strength 
  saving throw or take 15 (2d10 + 4) bludgeoning damage and be 
  stunned until the end of its next turn. On a successful save, the 
  target takes half the bludgeoning damage and isn't stunned.
  Change Shape. The oni magically polymorphs into a Small or 
  Medium humanoid, into a Large giant, or back into its true form. 
  Other than its size, its statistics are the same in each form. The only 
  equipment that is transformed is its glaive, which shrinks so that 
  it can be wielded in humanoid form . If the oni dies, it reverts to its 
  true form, and its glaive reverts to its normal size.  
  Reactions
  Fade into Mist (Recharge 5-6).  When hit by an attack roll, the 
  attack instead misses and the oni turns into a gaseous form and 
  moves up to 60 feet away to an unoccupied space it can see.  While 
  in this form, the oni can enter the space of another creature and 
  has resistance to nonmagical damage, and it has advantage on 
  5trength, Dexterity, and Constitution saving throws.  The target can 
  pass through small holes, narrow openings, and even mere cracks, 
  though it treats liquids as though they were solid surfaces. The 
  target can't fall and remains hovering in the air even when stunned 
  or otherwise incapacitated.
    While in the form of a misty cloud, the target can't talk or 
  manipulate objects, and any objects it was carrying or holding can't 
  be dropped, used, or otherwise interacted with.  It remains in this 
  form until the start of its next turn.
  Oni Magi
  Large giant, lawful evil
  Armor Class 16 (chain mail)
  Hit Points 162 (19d10 + 57)
  Speed 30 ft., fly 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          19 (+4)      11 (+0)       16 (+3)     18 (+4)      12 (+1)       16 (+3)
  Saving Throws Dex + 4, Con + 7, Wis +5, Cha +7
  Skills Arcana +8, Athletics +8, Deception +11, Perception +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Giant
  Challenge 11 (7,200 XP)
  Innate Spellcasting. The oni's innate spellcasting ability is Charisma 
  (spell save DC 15). The oni can innately cast the following spells, 
  without providing material components:
  At will: darkness, invisibility
  2/day each: charm person, cone of cold, gaseous form, sleep
  Magic Weapons. The oni's weapon attacks are magical.
  Spellcasting. The oni is a 14th-level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 16, +8 to hit with spell attacks) 
  and it needs only verbal components to cast its spells. It has the 
  following wizard spells prepared:
  Cantrips (at will): fire bolt, mage hand, minor illusion
  1st level (4 slots) : detect magic, ice knife, shield
  2nd level (3 slots): dragon's breath, scorching ray, misty step
  3rd level (3 slots): dispel magic, erupting earth, thunder step
  4th level (3 slots): dimension door, stoneskin
  5th level (2 slots): dominate person, steel wind strike
  6th level (1 slot): chain lightning, tenser's transformation
  7th level (1 slot): symbol, whirlwind
  Regeneration. The oni regains 10 hit points at the start of its turn if 
  it has at least 1 hit point. 
  Swift Caster (Recharge 5-6). When the oni casts a spell, it can 
  choose to change the casting time of that spell to 1 bonus action.
  Oni Magi 
  Oni magi are advanced oni that have improved combat and 
  spellcasting abilities.  These oni prefer to recruit, unite, and 
  command humanoid and giant tribes against civilized folk with 
  the aim of enslaving and devouring them.  They are often found 
  working with ogres, trolls, and hill giants.
     
  
  209
  Chapter 1. Bestiary
  Oni Lord
  Large oni, lawful evil
  Armor Class 17 (splint)
  Hit Points 200 (21d10 + 57)
  Speed 30 ft., fly 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          21 (+5)      11 (+0)       18 (+4)     20 (+5)      14 (+2)       18 (+4)
  Saving Throws Dex + 5, Con + 9, Wis +7, Cha +9
  Skills Arcana +10, Deception +14, Perception +7
  Senses darkvision 60 ft., passive Perception 17
  Languages Common, Giant
  Challenge 16 (15,000 XP)
  Innate Spellcasting. The oni's innate spellcasting ability is Charisma 
  (spell save DC 17). The oni can innately cast the following spells, 
  without providing material components:
  At will: darkness, invisibility
  2/day each: charm person, cone of cold, gaseous form, sleep
  Magic Weapons. The oni's weapon attacks are magical.
  Spellcasting. The oni is a 16th-level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 18, +10 to hit with spell attacks) 
  and it needs only verbal components to cast its spells. It has the 
  following wizard spells prepared:
  Cantrips (at will): fire bolt, mage hand, minor illusion
  1st level (4 slots) : detect magic, ice knife, shield
  2nd level (3 slots): dragon's breath, scorching ray, misty step
  3rd level (3 slots): dispel magic, erupting earth, thunder step
  4th level (3 slots): charm monster, dimension door, stoneskin
  5th level (2 slots): dominate person, steel wind strike, synaptic static
  6th level (1 slot): chain lightning, Tenser's transformation
  7th level (1 slot): symbol, whirlwind
  8th level (1 slot): mighty fortress, power word stun
  Regeneration. The oni regains 10 hit points at the start of its turn if 
  it has at least 1 hit point. 
  Legendary Resistance (3/Day). If the oni fails a saving throw, it
  can choose to succeed instead.  
  Swift Caster (Recharge 5-6). When the oni casts a spell, it can 
  choose to change the casting time of that spell to 1 bonus action.
  Actions
  Multiattack. The oni makes two attacks, either with its claws or its 
  greatsword.
  Claw (Oni Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 9 (1d8 + 5) slashing damage. 
  Greatsword. Melee Weapon Attack: +10 to hit, reach 20 ft., one 
  target. Hit: 19 (4d6 + 5) slashing damage.
  Change Shape. The oni magically polymorphs into a Small or 
  Medium humanoid, into a Large giant, or back into its true form. 
  Other than its size, its statistics are the same in each form. The only 
  equipment that is transformed is its greatsword, which shrinks so 
  that it can be wielded in humanoid form . If the oni dies, it reverts to 
  its true form, and its greatsword reverts to its normal size.  
  Legendary Actions
  The oni 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 oni regains spent 
  legendary actions at the start of its turn.
  Attack. The oni makes a claw or greatsword attack.
  Command. The oni targets one ally it can see within 30 feet 
    of it. If the target can see and hear the oni, the target can make 
    one weapon attack as a reaction and gains advantage on the attack 
    roll.
  Cast a Spell (Costs 2 Actions). The oni casts a spell from its list of 
    innate or prepared spells, using a spell slot as normal.
  Reactions
  Fade into Mist (Recharge 5-6).  When hit by an attack roll, the 
  attack instead misses and the oni turns into a gaseous form and 
  moves up to 60 feet away to an unoccupied space it can see.  While 
  in this form, the oni can enter the space of another creature and 
  has resistance to nonmagical damage, and it has advantage on 
  5trength, Dexterity, and Constitution saving throws.  The target can 
  pass through small holes, narrow openings, and even mere cracks, 
  though it treats liquids as though they were solid surfaces. The 
  target can't fall and remains hovering in the air even when stunned 
  or otherwise incapacitated.
    While in the form of a misty cloud, the target can't talk or 
  manipulate objects, and any objects it was carrying or holding can't 
  be dropped, used, or otherwise interacted with.  It remains in this 
  form until the start of its next turn.
  Oni Lord 
  The oni lord, also known as the oni omo, is a powerful ogre mage 
  that rules over all other oni in its territory.  It is a highly intelligent 
  battle commander and spends most of its time organizing and 
  planning excursions into enemy communities.  
    It lives in a well-guarded magical keep created by its mighty 
  fortress spell, where it keeps all its treasure and enslaved 
  concubines.  He is never without his oni magi bodyguards. 
     
  
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  Actions
  Multiattack. The oni makes two claw attacks.
  Claw (Oni Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) slashing damage plus 10 (3d6) poison 
  damage.
  Death Glare. The oni targets one frightened creature she can see 
  within 30 feet of her. If the target can see the oni, it must succeed 
  on a DC 16 Wisdom saving throw against this magic or drop to 0 hit 
  points.
  Change Shape. The oni magically polymorphs into a Small or 
  Medium humanoid, into a Large giant, or back into its true form. 
  Other than its size, its statistics are the same in each form. If the oni 
  dies, it reverts to its true form.
  Maddening Cackle (Recharge 5-6). Each creature within 30 feet of 
  the oni and able to hear the oni must succeed on a DC 16 Charisma 
  saving throw.  On a failed save, a target takes 15 (3d8 + 2) psychic 
  damage, and must use its reaction to move up to half its speed and 
  make a melee weapon attack against one creature of the oni's choice 
  that the oni can see.  Constructs and undead are immune to this 
  effect.
  Reactions
  Fade into Mist (Recharge 5-6).  When hit by an attack roll, the 
  attack instead misses and the oni turns into a gaseous form and 
  moves up to 60 feet away to an unoccupied space it can see.  While 
  in this form, the oni can enter the space of another creature and 
  has resistance to nonmagical damage, and it has advantage on 
  5trength, Dexterity, and Constitution saving throws.  The target can 
  pass through small holes, narrow openings, and even mere cracks, 
  though it treats liquids as though they were solid surfaces. The 
  target can't fall and remains hovering in the air even when stunned 
  or otherwise incapacitated.
    While in the form of a misty cloud, the target can't talk or 
  manipulate objects, and any objects it was carrying or holding can't 
  be dropped, used, or otherwise interacted with.  It remains in this 
  form until the start of its next turn.
  Oni Yama-Uba
  Large giant, lawful evil
  Armor Class 16 (natural armor)
  Hit Points 145 (17d10 + 51)
  Speed 30 ft., fly 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          17 (+3)      14 (+2)       16 (+3)     14 (+2)      12 (+1)       18 (+4)
  Saving Throws Dex + 6, Con + 7, Wis +5, Cha +8
  Skills Arcana +6, Deception +12, Perception +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Giant
  Challenge 9 (5,000 XP)
  Horrific Appearance. Any humanoid that starts its turn within 30 
  feet of the oni and can see the oni's true form must make a DC 16 
  Wisdom saving throw. On a failed save, the creature is frightened 
  for 1 minute. A creature can repeat the saving throw at the end of 
  each of its turns, with disadvantage if the oni is within line of sight, 
  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 
  oni's Horrific Appearance for the next 24 hours.
    Unless the target is surprised or the revelation of the oni's true form 
  is sudden, the target can avert its eyes and avoid making the initial 
  saving throw. Until the start of its next turn, a creature that averts its 
  eyes has disadvantage on attack rolls against the oni.
  Innate Spellcasting. The oni's innate spellcasting ability is Charisma 
  (spell save DC 16). The oni can innately cast the following spells, 
  without providing material components:
  At will: darkness, invisibility
  2/day: charm person, ray of enfeeblement, spirit guardians, sleep
  1/day each: cone of cold, gaseous form
  Magic Weapons. The oni's weapon attacks are magical.
  Regeneration. The oni regains 10 hit points at the start of its turn if 
  it has at least 1 hit point. 
  Oni Yama-uba 
  The oni yama-uba, also known as the demon hag, is a bloodthirsty, 
  cunning, and very patient hunter.  It is a devourer of human flesh, 
  and is particularly fond of eating children, especially the very 
  portly ones.
    Two-Faced Killers. It always appears as a female hermit 
  or solitary crone living deep in the forested mountains.  If 
  encountered, it will always be friendly and accomodating, offering 
  real food and its home as a safe refuge to spend the night.  It will 
  even go as far as offering healing if there any wounded, providing 
  them with healing salves.  Once it has earned the trust of its would 
  be victims, the oni yama-uba then finds ways to draw out or divide 
  the  group.  Once it has isolated one or two victims away from its 
  companions, it reveals its true form and attacks.
     
  
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  Oozes
  weapon is destroyed. Nonmagical ammunition made of metal or 
  wood that hits the pudding is destroyed after dealing damage.
    The pudding can eat through 2-inch-thick, nonmagical wood or 
  metal in 1 round.
  Spider Climb. The pudding can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability check. 
  Actions
  Multiattack. The pudding makes two pseudopod attacks.
  Pseudopod. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 9 (1d8 + 5) bludgeoning damage plus 18 (4d8) acid damage. In 
  addition, nonmagical armor worn by the target is partly dissolved 
  and takes a permanent and cumulative -1 penalty to the AC it offers. 
  The armor is destroyed if the penalty reduces its AC to 10. 
  Reactions
  Split.  When a pudding that is Medium or larger is subjected to 
  lightning or slashing damage, it splits into two new puddings if it has 
  at least 10 hit points. Each new pudding has hit points equal to half 
  the original pudding's, rounded down. New puddings are one size 
  smaller than the original pudding.  Large or smaller puddings attack 
  only once per turn and deal only half their normal damage.
  Monstrous Black Pudding
  Huge ooze, unaligned
  Armor Class 7
  Hit Points 188 (15d12 + 60)
  Speed 30 ft., climb 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          20 (+5)        5 (-3)         22 (+6)       1 (-5)         6 (-2)          1 (-5)
  Damage Immunities acid, cold, lightning, slashing
  Condition Immunities blinded, charmed, deafened, exhaustion,
    frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius), 
    passive Perception 8
  Languages -----
  Challenge 7 (2,900 XP)
  Amorphous. The pudding can move through a space as narrow as 1 
  inch wide without squeezing.
  Corrosive Form. A creature that touches the pudding or hits it with a 
  melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any 
  nonmagical weapon made of metal or wood that hits the pudding 
  corrodes. After dealing damage, the weapon takes a permanent 
  cumulative penalty to damage rolls. If its penalty drops to -5, the 
  Presented in this section are the enlarged versions of the black 
  pudding, gelatinous cube, gray ooze, and ochre jelly.
  
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  neither moved nor attacked. A creature that tries to enter the cube's 
  space while unaware of the cube is surprised by the cube.
  Actions
  Multiattack. The cube makes two pseudopod attacks.
  Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 14 (4d6) acid damage.   If the target is a Large or smaller 
  creature, it is grappled (escape DC 14).  Until this grapple ends, the 
  target is restrained, takes 14 (4d6) acid damage at the start of each 
  of the cube's turns, and the cube can't use this pseudopod to attack 
  another creature.
  Engulf. The cube moves up to its speed. While doing so, it can enter 
  Large or smaller creatures' spaces. Whenever the cube enters a 
  creature's space, the creature must make a DC 15 Dexterity saving 
  throw. 
    On a successful save, the creature can choose to be pushed 5 feet 
  back or to the side of the cube. A creature that chooses not to be 
  pushed suffers the consequences of a failed saving throw. 
    On a failed save, the cube enters the creature's space, and the 
  creature takes 14 (4d6) acid damage and is engulfed. The engulfed 
  creature can't breathe, is restrained, and takes 28 (8d6) acid damage 
  at the start of each of the cube's turns. When the cube moves, the 
  engulfed creature moves with it. 
    An engulfed creature can try to escape by taking an action to make 
  a DC 15 Strength check. On a success, the creature escapes and 
  enters a space of its choice within 5 feet of the cube.
  Monstrous Gelatinous Cube
  Huge ooze, unaligned
  Armor Class 6
  Hit Points 162 (12d12 + 84)
  Speed 20 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)        3 (-4)         24 (+7)       1 (-5)         6 (-2)          1 (-5)
  Condition Immunities blinded, charmed, deafened, exhaustion,
    frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius), 
    passive Perception 8
  Languages -----
  Challenge 5 (1,800 XP)
  Ooze Cube. The cube takes up its entire space. Other creatures can 
  enter the space, but a creature that does so is subjected to the cube's 
  Engulf and has disadvantage on the saving throw. Creatures inside 
  the cube can be seen but have total cover. A creature within 5 feet 
  of the cube can take an action to pull a creature or object out of the 
  cube. Doing so requires a successful DC 15 Strength check, and the 
  creature making the attempt takes 14 (4d6) acid damage. The cube 
  can hold only one Huge, two Large, or up to four Medium or smaller 
  creatures inside it at a time.
  Transparent. Even when the cube is in plain sight, it takes a 
  successful DC 15 Wisdom (Perception) check to spot a cube that has 
  melee attack while within 5 feet of it takes 4 (1d8) acid damage. 
  Any nonmagical weapon made of metal or wood that hits the ooze 
  corrodes. After dealing damage, the weapon takes a permanent 
  cumulative penalty to damage rolls. If its penalty drops to -5, the 
  weapon is destroyed. Nonmagical ammunition made of metal or 
  wood that hits the ooze is destroyed after dealing damage.
    The ooze can eat through 2-inch-thick, nonmagical wood or metal 
  in 1 round.
  False Appearance. While the ooze remains motionless, it is 
  indistinguishable from an oily pool or wet rock.
   Actions
  Multiattack. The ooze makes two pseudopod attacks.
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) acid damage, and 
  if the target is wearing non magical metal armor, its armor is partly 
  corroded and takes a permanent and cumulative - 1 penalty to the 
  AC it offers. The armor is destroyed if the penalty reduces its AC to 
  10.
  Monstrous Gray Ooze
  Large ooze, unaligned
  Armor Class 8
  Hit Points 53 (5d10 + 25)
  Speed 15 ft., climb 15 ft.
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)        6 (-2)         20 (+5)       1 (-5)         6 (-2)          1 (-5)
  Skills Stealth +2
  Damage Resistances acid, cold, fire
  Condition Immunities blinded, charmed, deafened, exhaustion,
    frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius), 
    passive Perception 8
  Languages -----
  Challenge 2 (450 XP)
  Amorphous. The ooze can move through a space as narrow as 1 
  inch wide without squeezing.
  Corrosive Form. A creature that touches the ooze or hits it with a 
  
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  Monstrous Ochre Jelly
  Huge jelly, unaligned
  Armor Class 8
  Hit Points 86 (9d12 + 20)
  Speed 15 ft., climb 15 ft.
  STR           DEX           CON           INT           WIS           CHA 
          19 (+4)        6 (-2)         18 (+4)       2 (-4)         6 (-2)          1 (-5)
  Damage Resistances acid
  Damage Immunities lightning, slashing
  Condition Immunities blinded, charmed, deafened, exhaustion,
    frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius), 
    passive Perception 8
  Languages -----
  Challenge 4 (1,100 XP)
  Amorphous. The jelly can move through a space as narrow as 1 inch 
  wide without squeezing.
  Spider Climb. The jelly can climb difficult surfaces, including upside 
  down on ceilings, without needing to make an ability check. 
  Actions
  Multiattack. The jelly makes two pseudopod attacks.
  Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 13 (2d8 + 4) bludgeoning damage plus 4 (1d8) acid damage.   
  Reactions
  Split.  When a jelly that is Medium or larger is subjected to lightning 
  or slashing damage, it splits into two new jellies if it has at least 10 
  hit points. Each new jelly has hit points equal to half the original 
  jelly's, rounded down. New jellies are one size smaller than the 
  original jelly.  Large or smaller jellies attack only once per turn and 
  deal only half their normal damage.
  
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  Orcs
  Orc Archer
  Medium humanoid (orc), chaotic evil
  Armor Class 15 (studded leather)
  Hit Points 15 (2d8 + 6)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      16 (+3)       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 it can see.
  Actions
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage.
  Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one 
  creature. Hit: 7 (1d8 + 3) piercing damage. 
  Presented in this section are the common orcish archetypes. They 
  are the following: the archer, berserker, brigand, champion of 
  Gruumsh, raider, scout, sorcerer, wardrummer, wolf shaman, and 
  witchblade.
  
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  Orc Berserker
  Medium humanoid (orc), chaotic evil
  Armor Class 13 (hide armor)
  Hit Points 43 (5d8 + 20)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)      12 (+1)       18 (+4)       7 (-2)        11 (+0)      10 (+0)
  Skills Athletics +6, Intimidation +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Orc
  Challenge 2 (450 XP)
  Aggressive. As a bonus action, the orc can move up to its speed 
  toward a hostile creature it can see.
  Reckless. At the start of its turn, the orc can gain advantage on all 
  melee weapon attack rolls during that turn, but attack rolls against it 
  have advantage until the start of its next turn.
  Actions
  Multiattack. The orc makes two attacks with its greataxe or javelin.
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 10 (1d12 + 4) slashing damage.
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
  Orc Brigand
  Medium humanoid (orc), chaotic evil
  Armor Class 15 (studded leather)
  Hit Points 26 (4d8 + 8)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)      16 (+3)       14 (+2)       7 (-2)        11 (+0)      10 (+0)
  Skills Intimidation +2, Stealth +7
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Orc
  Challenge 1 (200 XP)
  Aggressive. As a bonus action, the orc can move up to its speed 
  toward a hostile creature it can see.
  Cunning Action. The orc can take the Dash, Disengage, or Hide 
  action as a bonus action on each of its turns. 
  Sneak Attack (1/Turn). The orc deals an extra 3 (1d6) damage when 
  it hits a target with a weapon attack and has advantage on the attack 
  roll, or when the target is within 5 feet of an ally of the orc that isn't 
  incapacitated and the orc doesn't have disadvantage on the attack 
  roll.
  Actions
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 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.
  
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  Orc Champion of Gruumsh
  Medium humanoid (orc), chaotic evil
  Armor Class 18 (plate)
  Hit Points 102 (12d8 + 48)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          20 (+5)      12 (+1)       18 (+4)       8 (-1)        12 (+1)      12 (+1)
  Skills Athletics +8, Intimidation +4, Religion +4
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Orc
  Challenge 7 (2,900 XP)
  Aggressive. As a bonus action, the orc can move up to its speed 
  toward a hostile creature it can see.
  Divine Fury (Recharges after a Long Rest). As a bonus action, the 
  orc can magically infuse its attacks with divine energy.  For 1 minute, 
  the first creature the orc hits on each of its turns with a weapon 
  attack takes 9 (1d6 + 6) necrotic damage.
  Indomitable (2/Day). The orc rerolls a failed saving throw.  It must 
  use the new roll.
  Relentless (Recharges after a Short or Long Rest). If the orc takes 
  20 damage or less that would reduce it to 0 hit points, it is reduced 
  to 1 hit point instead.
  Zealous Presence (Recharges after a Short or Long Rest). As a 
  bonus action, the orc unleashes a battle cry infused with divine 
  energy. Up to ten other creatures of its choice within 60 feet of it that 
  can hear it gain advantage on attack rolls and saving throws until the 
  start of its next turn.
  Actions
  Multiattack. The orc makes three attacks with its greatsword or 
  javelin.
  Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 12 (2d6 + 5) slashing damage.
  Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
  Orc Raider
  Medium humanoid (orc), chaotic evil
  Armor Class 16 (hide armor, shield)
  Hit Points 30 (4d8 + 12)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)      14 (+2)       16 (+3)       7 (-2)        11 (+0)      10 (+0)
  Skills Intimidation +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Orc
  Challenge 1 (200 XP)
  Aggressive. As a bonus action, the orc can move up to its speed 
  toward a hostile creature it can see.
  Lightfooted. The orc can take the Dash or Disengage action as a 
  bonus action on each of its turns. 
  Distracting Strike (1/Turn). When the orc hits a creature with a 
  weapon attack, the next attack roll against the target by an attacker 
  other than the orc has advantage if the attack is made before the 
  start of the orc's next turn.
  Actions
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage.
  Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 
  (1d8 + 3) piercing damage if used with two hands to make a melee 
  attack.
  Champion of Gruumsh 
  The most fanatic warriors devout to Gruumsh 
  can become champions of gruumsh.  They 
  charge headlong into battle with no care about 
  themselves, believing that their god will protect 
  them as long as they kill their enemies.  
    The sight of a champion of Gruumsh running 
  amok can inspire the champion's allies into a 
  bloodlusted rage.
     
  
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  Orc Scout
  Medium humanoid (orc), chaotic evil
  Armor Class 16 (studded leather)
  Hit Points 26 (4d8 + 8)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      18 (+4)       14 (+2)       7 (-2)        11 (+0)      10 (+0)
  Skills Intimidation +2, Stealth +6
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Orc
  Challenge 1 (200 XP)
  Aggressive. As a bonus action, the orc can move up to its speed 
  toward a hostile creature it can see.
  Lightfooted. The orc can take the Dash or Disengage action as a 
  bonus action on each of its turns. 
  Skirmish Advantage. The orc gains advantage on its first attack 
  roll this turn if it has moved at least 15 feet from its space at the 
  beginning of its turn.
  Actions
  Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage.
  Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one 
  creature. Hit: 8 (1d8 + 4) piercing damage. 
  Reactions
  Skirmisher. When an enemy the orc can see ends its turn within 
  5 feet of it, the orc can move up to half its speed. This movement 
  doesn’t provoke opportunity attacks.
  Orc Sorcerer
  Medium humanoid (orc), chaotic evil
  Armor Class 12 (15 with mage armor)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      14 (+2)       14 (+2)     12 (+1)      11 (+0)      16 (+3)
  Skills Arcana +4, Intimidation +3
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Orc
  Challenge 5 (1,800 XP)
  Aggressive. As a bonus action, the orc can move up to its speed 
  toward a hostile creature it can see.
  Spellcasting. The orc is a 6th-level spellcaster. Its spellcasting ability 
  is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the 
  following sorcerer spells prepared:
  Cantrips (at will): fire bolt, mage hand, minor illusion, poison spray
  1st level (4 slots): mage armor, shield, thunderwave
  2nd level (3 slots): Aganazzar's scorcher, scorching ray
  3rd level (3 slots): fear, fireball
  Sorcery Points. The orc has 6 sorcery points. It can spend l or more 
  sorcery points as a bonus action to gain one of the following benefits: 
    Empowered Spell: When the orc rolls damage for a spell, it can 
  spend 1 sorcery point to reroll up to 3 damage dice. It must use the 
  new rolls. It can use Empowered Spell even if it has already used a 
  different Metamagic option during the casting of the spell.
    Quickened Spell: When the orc casts a spell that has a casting 
  time of 1 action, the giant can spend 2 sorcery points to change the 
  casting time to 1 bonus action for this casting.
  Actions
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 
  (1d8 + 2) piercing damage if used with two hands to make a melee 
  attack.
  Actions
  Bone Drumstick. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target.  Hit: 5 (1d6 + 2) bludgeoning damage.
  Rouse Ally. The orc targets one ally within 60 feet of it and can hear 
  the orc.  The target gains advantage on attack rolls until the start of 
  its next turn.
  Maneuver Allies (Recharge 5-6). Up to four allies within 60 feet of 
  this orc that can hear it can each use their reaction to move up to 
  half their speed without provoking opportunity attacks.
  Incite Allies (1/Day). Each ally within 60 feet of the orc and can 
  hear the orc can use its reaction to move up to half its speed and 
  make one melee weapon attack.
  Orc Wardrummer
  Medium humanoid (orc), chaotic evil
  Armor Class 14 (studded leather)
  Hit Points 26 (4d8 + 8)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      14 (+2)       14 (+2)     10 (+0)      12 (+1)      16 (+3)
  Skills Intimidation +5, Performance +5
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Orc
  Challenge 1 (200 XP)
  Aggressive. As a bonus action, the orc can move up to its speed 
  toward a hostile creature it can see.
  War Drums. An ally that starts its turn within 60 feet of the orc and 
  can hear the orc gains advantage on ability checks and saving throw 
  rolls until the start of its next turn.
  
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  Orc Witchblade
  Medium humanoid (orc), chaotic evil
  Armor Class 18 (breastplate, shield)
  Hit Points 72 (11d8 + 22)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      14 (+2)       14 (+2)     12 (+1)      11 (+0)      16 (+3)
  Skills Arcana +4, Deception +6, Intimidation +3
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Orc
  Challenge 6 (2,300 XP)
  Aggressive. As a bonus action, the orc can move up to its speed 
  toward a hostile creature it can see.
  Spellcasting. The orc is an 11th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It 
  regains its expended spell slots when it finishes a short or long rest. 
  It knows the following warlock spells:
  Cantrips (at will): eldritch blast, infestation, mage hand, poison spray  
  1st level-5th level (3 5th-level slots): blink, blur, cone of cold, 
    dimension door, dispel magic, elemental weapon, hellish rebuke, 
    misty step, shield, staggering smite, wrathful smite
  1/day each: circle of death
  Hexblade's Curse (Recharges after a Short or Long Rest). As a 
  bonus action, the orc targets a creature it can see within 30 feet of it.  
  The target is cursed for 1 minute.  The curse ends early if the target 
  dies, the orc dies, or it is incapacitated.  Until the curse ends, the orc 
  gains the following benefits:
  • It deals an extra 3 damage on damage rolls against the cursed 
  target.
  • Any attack roll it makes against the cursed target is a critical hit 
    on a roll of 19 or 20 on the d20. 
  • If the cursed target dies, the orc regains 14 hit points.
  Actions
  Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic damage.
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Reactions
  Armor of Hexes. When hit by an attack roll by a creature cursed 
  by the orc's Hexblade's Curse, roll a d6. On a roll of 4 or higher, the 
  attack instead misses the orc, regardless of its roll.
  Orc Wolf Shaman
  Medium humanoid (orc), chaotic evil
  Armor Class 14 (hide)
  Hit Points 83 (11d8 + 33)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)      14 (+2)       16 (+3)     10 (+0)      16 (+3)      10 (+0)
  Skills Intimidation +3, Perception 6, Nature +6
  Senses darkvision 60 ft., passive Perception 16
  Languages Common, Orc
  Challenge 5 (1,800 XP)
  Aggressive. As a bonus action, the orc can move up to its speed 
  toward a hostile creature it can see.
  Spellcasting. The orc is an 11th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It 
  has the following druid spells prepared:
  Cantrips (at will): druidcraft, poison spray, produce flame, thorn
    whip
  1st level (4 slots): charm person, entangle, healing word 
  2nd level (3 slots): beast sense, heat metal, spike growth 
  3rd level (3 slots): call lightning, conjure animals (wolves), erupting 
    earth, stinking cloud
  4th level (3 slots): charm monster, confusion, greater invisibility, 
    polymorph
  5th level (2 slots): contagion, cloudkill, wrath of nature
  6th level (1 slot): bones of the earth
  Nature's Fury. When the orc casts a druid spell, it can make one wolf 
  claws attack as a bonus action.
  Actions
  Wolf Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) lightning damage.
  Change Shape (Recharges after a Short or Long Rest). The orc 
  magically polymorphs into a dire wolf, remaining in that form 
  for up to 1 hour. It can revert to its true form as a bonus action. 
  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.
  Witchblade 
  The orc witchblade is a powerful warlock hexblade.  It serves its 
  tribe as executioner and protects it from supernatural attacks and 
  monsters.  Despite the services it provides to its tribe, its brethren 
  shuns the witchblade because of their superstitious nature.  Thus,  
  the witchblade is often a solitary creature.
  
  219
  Chapter 1. Bestiary
  Lifeleech Otyugh
  Large aberration, neutral
  Armor Class 14 (natural armor)
  Hit Points 133 (14d10 + 56)
  Speed 30 ft.
  STR          DEX          CON          INT          WIS          CHA 
             16 (+3)      11 (+0)     19 (+4)       7 (-2)      14 (+2)       7 (-2)
   
  Saving Throws Con +7 
  Skills Perception +8, Stealth +6 
  Senses darkvision 120 ft., passive Perception 18
  Languages Otyugh
  Challenge 7 (2,900 XP)
  Garbage Camouflage. The otyugh has advantage on Dexterity 
  (Stealth) checks made to hide in garbage, offal, or sewer terrain.
  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 five attacks.  one with its bite and 
  four with its tentacles.  It can replace two of its tentacle attacks with 
  tentacle slam.
  Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 
  Hit: 12 (2d8 + 3) piercing damage.  If the target is a creature, it must 
  succeed on a DC 16 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 15 
  Strength 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.
  Reactions
  Lifeleech. When a creature within 30 feet of the otyugh is targeted by 
  a spell that allows the creature to regain hit points, it instead targets 
  the otyugh.  If an otyugh regains hit points as a result of this, it gains 
  advantage on all attack rolls and saving throws until the end of its next 
  turn.
  Otyughs
  Lifeleech Otyugh 
  The lifeleech otyugh is a grotesque form of otyugh that has 
  mutated through arcane means to become a subterranean 
  guardian that can combat healing magic.  The otyugh 
  does this by feeding on the magical healing energy 
  intended for a creature near it. In addition to this ability, 
  the otyugh can attack with multiple tentacles.
     
  
  220
  Chapter 1. Bestiary
  Neo-Otyugh
  Huge aberration, neutral
  Armor Class 15 (natural armor)
  Hit Points 225 (18d12 + 70)
  Speed 40 ft.
  STR          DEX          CON          INT          WIS          CHA 
             20 (+5)      11 (+0)     23 (+6)       9 (-1)      16 (+3)       9 (-1)
   
  Saving Throws Con +10 
  Skills Perception +11, Stealth +8  
  Senses darkvision 120 ft., passive Perception 21
  Languages Common, Otyugh
  Challenge 12 (8,400 XP)
  Garbage Camouflage. The otyugh has advantage on Dexterity 
  (Stealth) checks made to hide in garbage-filled or sewer terrain.
  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.  
  Stench. Any creature that starts its turn within 10 feet of the otyugh 
  must succeed on a DC 18 Constitution saving throw or be poisoned 
  until the start of its next turn. On a successful saving throw, the 
  creature is immune to the otyugh's Stench for 24 hours. 
  Actions
  Multiattack. The otyugh makes three attacks.  one with its bite and 
  two with its tentacles.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 23 (4d8 +5) piercing damage.  If the target is a creature, it must 
  succeed on a DC 18 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: +9 to hit, reach 10 ft., one target. 
  Hit: 14 (2d8 + 5) bludgeoning damage plus 9 (2d8) piercing damage. 
  If the target is Large or smaller, it is grappled (escape DC 15) 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 17 
  Strength saving throw or take 19 (4d6 + 5) 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.
  Reactions
  Meat Shield. The otyugh uses its grappled victims as a shield against 
  melee attacks.  If the grappled creature is Medium or smaller, the 
  otyugh adds 3 to its AC against one melee attack that would hit it.  If 
  the grappled creature is Large, the otyugh adds 5 to its AC against 
  one melee attack that would hit it. If the attack misses the otyugh as 
  a result, the melee attack instead hits the grappled creature. To do 
  so, the otyugh must see the attacker and must be grappling with a 
  creature.
  Neo-Otyugh 
  The neo-otyugh is larger, more cunning, and very dangerous type 
  of otyugh.  Its horrendous-looking, foul-smelling bloated mass is 
  nearly 15 feet in diameter.   
    Meat Shield.  After it has successfully grappled a victim caught 
  by its tentacle, the neo-otyugh can use it as a shield against an 
  impending melee hit.  This results in the attack hitting the victim 
  instead of the otyugh.
  
  221
  Chapter 1. Bestiary
  Owlbears
  Dire Owlbear
  Huge monstrosity, unaligned
  Armor Class 14 (natural armor)
  Hit Points 150 (13d12 + 65)
  Speed 50 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          24 (+7)      12 (+1)       21 (+5)       3 (-4)       14 (+2)        7 (-2)
  Skills Perception +5
  Senses darkvision 60 ft., passive Perception 15
  Languages -----
  Challenge 8 (3,900 XP)
  Keen Sight and Smell. The owlbear has advantage on Wisdom 
  (Perception) checks that rely on sight or smell.
  Actions
  Multiattack. The owlbear makes three attacks: two with its claws 
  and one with its beak.  If both claw attacks hit a Huge or smaller 
  creature, the target takes an extra 9 (2d8) slashing damage and must 
  succeed on a DC 18 Strength saving throw or be knocked prone.
  Beak. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 18 (2d10 + 7) piercing damage.
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 16 (2d8 + 7) slashing damage.
  Dire Owlbear 
  The dire owlbear is a monstrous version of the owlbear.  It is so 
  strong that it can savagely knock a huge creature down with its 
  powerful rending claws.
     
  
  222
  Chapter 1. Bestiary
  Great Horned Owlbear
  Large monstrosity, unaligned
  Armor Class 14 (natural armor)
  Hit Points 86 (9d10 + 36)
  Speed 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          22 (+6)      14 (+2)       18 (+4)       3 (-4)       12 (+1)        7 (-2)
  Skills Perception +3, Stealth +4
  Senses darkvision 60 ft., passive Perception 13
  Languages -----
  Challenge 4 (1,100 XP)
  Keen Sight and Smell. The owlbear has advantage on Wisdom 
  (Perception) checks that rely on sight or smell.
  Stunning Screech (Recharge 5-6). As a bonus action, the owlbear 
  emits a shrill, earsplitting screech. Each creature within 20 feet 
  of the owlbear and able to hear the screech succeed on a DC 13 
  Constitution saving throw or be stunned until the end of its next turn.
  Actions
  Multiattack. The owlbear uses Stunning Screech.  It then makes two 
  attacks: one with its beak and one with its claws. 
  Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 13 (2d6 + 6) piercing damage.
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 17 (2d10 + 6) slashing damage.
  Ironfeather Owlbear
  Large monstrosity, unaligned
  Armor Class 17 (natural armor)
  Hit Points 105 (11d10 + 44)
  Speed 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          22 (+6)      12 (+1)       18 (+4)       3 (-4)       12 (+1)        7 (-2)
  Skills Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages -----
  Challenge 6 (2,300 XP)
  Keen Sight and Smell. The owlbear has advantage on Wisdom 
  (Perception) checks that rely on sight or smell.
  Actions
  Multiattack. The owlbear makes two attacks: one with its beak and 
  one with its claws.  It can use its Wing Cleave in place of its claws.
  Beak. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 13 (2d6 + 6) piercing damage.
  Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 17 (2d10 + 6) slashing damage.
  Wing Cleave (Recharge 4-6). The owlbear unfurls and swipes its 
  swings around, and every creature within 10 feet of it must succeed 
  on a DC 17 Dexterity saving throw. On a failed saving throw, a 
  creature takes 17 (2d10 + 6) slashing damage. On a successful save, 
  the creature takes half as much damage.
  Ironfeather Spray (Recharge 5-6). The owlbear flings razor-sharp 
  feathers in a 30-foot cone. Each creature in that area must succeed 
  on a DC 17 Dexterity saving throw, taking 28 (4d10 + 6) slashing 
  damage on a failed save, or half as much damage on a successful 
  one.
  Winterclaw Owlbear
  Large monstrosity, unaligned
  Armor Class 14 (natural armor)
  Hit Points 86 (9d10 + 36)
  Speed 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          22 (+6)      12 (+1)       18 (+4)       3 (-4)       12 (+1)        7 (-2)
  Skills Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages -----
  Challenge 5 (1,800 XP)
  Aura of Chilling Frost. A creature that starts its turn within 10 feet 
  of the owlbear takes 7 (2d6) cold damage and can't use reactions 
  until the end of the owlbear's next turn.
  Keen Sight and Smell. The owlbear has advantage on Wisdom 
  (Perception) checks that rely on sight or smell.
  Actions
  Multiattack. The owlbear makes two attacks: one with its beak and 
  one with its claws.  
  Beak. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 13 (2d6 + 6) piercing damage plus 3 (1d6) cold damage.
  Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 17 (2d10 + 6) slashing damage plus 7 (2d6) cold damage.
  Cold Breath (Recharge 5-6). The owlbear breathes cold in a 15-foot 
  cone. Each creature in that area must succeed on a DC 17 Dexterity 
  saving throw, taking 28 (8d6) cold damage on a failed save, or half as 
  much damage on a successful one.
  Great Horned Owlbear 
  The great horned owlbear can unleash an ear-shattering screech 
  that momentarily stuns its victims, providing it with an opening to 
  attack.
  Ironfeather Owlbear 
  The ironfeather owlbear has razor sharp, iron-like feathers that 
  protects the creature like heavy armor.   It can unfurl its wings and 
  use them like cleaving axes and hurl loose feathers like knives 
  against its prey.
  Winterclaw Owlbear 
  Found only in arctic areas, the winterclaw owlbear is a creature 
  that projects a deadly frost aura.  It can also unleash an icy breath 
  that can freeze its victims to death.
     
     
     
  
  223
  Chapter 1. Bestiary
  Perytons
  Dire Peryton
  Large monstrosity, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 85 (10d10 + 30)
  Speed 30 ft., fly 80 ft.
  STR           DEX           CON           INT           WIS           CHA 
          20 (+5)      12 (+1)       17 (+3)       9 (-1)       14 (+2)       10 (+0)
  Skills Perception +8
  Damage Resistances bludgeoning, piercing, and slashing from
    nonmagical weapons
  Senses passive Perception 18
  Languages understands Common and Elvish but can't speak
  Challenge 5 (1,800 XP)
  Dive Attack. If the peryton is flying and dives at least 30 feet straight 
  toward a target and then hits it with a melee weapon attack, the 
  attack deals an extra 13 (3d8) damage to the target.  If the target is 
  a creature, it must succeed on a DC 14 Strength saving throw or be 
  knocked prone.
  Flyby. The peryton doesn't provoke an opportunity attack when it 
  flies out of an enemy's reach.
  Keen Sight and Smell. The peryton has advantage on Wisdom 
  (Perception) checks that rely on sight or smell.
  Actions
  Multiattack. The peryton makes one gore attack and one talon 
  attack.
  Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 + 5) piercing damage.
  Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 15 (4d4 + 5) piercing damage.
  Peryton Alpha
  Medium monstrosity, chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 59 (9d8 + 18)
  Speed 20 ft., fly 60 ft.
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)      12 (+1)       15 (+2)     10 (+0)      14 (+2)       11 (+0)
  Skills Perception +6
  Damage Resistances bludgeoning, piercing, and slashing from
    nonmagical weapons
  Senses passive Perception 16
  Languages understands Common and Elvish but can't speak
  Challenge 4 (1,100 XP)
  Dive Attack. If the peryton is flying and dives at least 30 feet straight 
  toward a target and then hits it with a melee weapon attack, the 
  attack deals an extra 9 (2d8) damage to the target.  If the target is a 
  creature, it must succeed on a DC 14 Strength saving throw or be 
  knocked prone.
  Flyby. The peryton doesn't provoke an opportunity attack when it 
  flies out of an enemy's reach.
  Keen Sight and Smell. The peryton has advantage on Wisdom 
  (Perception) checks that rely on sight or smell.
  Pack Tactics. The peryton has advantage on an attack roll against 
  a creature if at least one of the peryton's allies is within 5 feet of the 
  creature and the ally isn't incapacitated.
  Packmaster. An allied peryton that starts its turn within 30 feet 
  of this peryton and that can see and hear this peryton gains Pack 
  Tactics until the start of its next turn. 
  Actions
  Multiattack. The peryton makes one gore attack and one talon 
  attack.
  Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage.
  Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 9 (2d4 + 4) piercing damage.
  Alpha 
  The peryton alpha is the master of its flock and leads them in their 
  hunt for humanoid flesh and hearts.  It is more cunning than the 
  usual peryton.
     
  Dire Peryton 
  This oversized, extremely rare peryton is normally solitary, and 
  preys on not just humanoids, but large humanoids as well.  
     
  
  224
  Chapter 1. Bestiary
  Pixies
  Pixie Court Trickster
  Tiny fey, neutral good
  Armor Class 15 (natural armor)
  Hit Points 18 (7d4)
  Speed 10 ft., fly 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
            2 (-4)        20 (+5)      10 (+0)     10 (+0)      14 (+2)       19 (+4)
  Skills Perception +4, Performance +8, Stealth +9
  Senses passive Perception 14
  Languages Sylvan
  Challenge 1 (200 XP)
  Magic Resistance. The pixie has advantage on saving throws against 
  spells and other magical effects.
  Innate Spellcasting. The pixie's innate spellcasting ability is 
  Charisma (spell save DC 14). The pixie can innately cast the 
  following spells, without providing material components:
  At will: druidcraft
  1/day each: confusion, dancing lights, detect evil and good, detect 
    thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, 
    sleep
  Spellcasting. The pixie is a 7th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It 
  has the following bard spells prepared:
  Cantrips (at will): friends, minor illusion, vicious mockery
  1st level (4 slots): charm person, dissonant whispers, silent image,
    thunderwave 
  2nd level (3 slots): enthrall, hold person, suggestion
  3rd level (3 slots): catnap, enemies abound, major image
  4th level (1 slot): charm monster 
  Actions
  Superior Invisibility. The pixie magically turns invisible until its 
  concentration ends (as if concentrating on a spell). Any equipment 
  the pixie wears or carries is invisible with it. 
  Reactions
  Distracting Taunt (3/Day). The pixie magically imposes disadvantage 
  to a creature's attack roll, ability check, or saving throw.  To do so, the 
  creature must be within 30 feet of the pixie and must be visible and be 
  able to hear to the pixie.
  Pixie Queen
  Tiny fey, neutral good
  Armor Class 16 (natural armor)
  Hit Points 53 (15d4 + 15)
  Speed 10 ft., fly 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
            2 (-4)        22 (+6)      12 (+1)     10 (+0)      14 (+2)       21 (+5)
  Saving Throws Dex +8, Wis +4, Cha +7
  Skills Perception +4, Performance +8, Stealth +9
  Senses passive Perception 14
  Languages Sylvan
  Challenge 4 (1,100 XP)
  Agonizing Blast. When the pixie casts eldritch blast, she adds her 
  Charisma modifier to the damage it deals on a hit.
  Innate Spellcasting. The pixie's innate spellcasting ability is 
  Charisma (spell save DC 15). The pixie can innately cast the 
  following spells, without providing material components:
  At will: druidcraft
  1/day each: confusion, conjure fey, dancing lights, detect evil and 
    good, detect thoughts, dispel magic, dominate monster, entangle, fly, 
    phantasmal force, plane shift, polymorph, sleep
  Spellcasting. The pixie is an 15th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It 
  regains its expended spell slots when it finishes a short or long rest. 
  It knows the following warlock spells:
  Cantrips (at will): blade ward, eldritch blast, friends, mage hand, 
    minor illusion, prestidigation, vicious mockery 
  1st level-5th level (3 5th-level slots): armor of agathys, blink, charm   
    monster, dimension door, dominate beast, dominate person, 
    enemies abound, faerie fire, greater invisibility, hold monster, misty
    step, seeming 
  Actions
  Superior Invisibility. The pixie magically turns invisible until its 
  concentration ends (as if concentrating on a spell). Any equipment 
  the pixie wears or carries is invisible with it. 
  Reactions
  Misty Escape (Recharges after a Short or Long Rest). In response
  to taking damage, the pixie turns invisible and teleports up to 60 feet 
  to an unoccupied space it can see. It remains invisible until the start 
  of its next turn or until it attacks, makes a damage roll, or casts a 
  spell.
  Court Trickster 
  This pixie functions as a bard in the pixie nobility.  It recites 
  poems, sings songs, and indulges in witty banter with likeminded 
  pixie.  As with all pixies, it is opposed to violence but can defend 
  itself and its kin with spells and other tricks.
  Pixie Queen 
  The pixie queen is the benevolent ruler of all pixies in her territory.    
  She will help adventurers if it furthers the cause of good but 
  will always prioritize a non-violent resolution in any conflict.  If 
  pressed, or must save her kind, she can unleash an array of 
  warlock spells to thwart her foes and buy enough time for her and 
  her pixies to escape.
  
  225
  Chapter 1. Bestiary
  Purple Worms
  Purple Wormling
  Large monstrosity, unaligned
  Armor Class 14 (natural armor)
  Hit Points 53 (7d10 + 14)
  Speed 30 ft., burrow 20 ft.
  STR           DEX           CON           INT           WIS           CHA 
          20 (+5)        9 (-1)        14 (+2)       1 (-5)          8 (-1)         4 (-3)
  Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9
  Languages -----
  Challenge 3 (700 XP)
  Actions
  Multiattack. The worm makes two attacks: one with its bite and one 
  with its stinger. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 9 (1d8 + 5) piercing damage.  If the target is a Small or smaller 
  creature, it must succeed on a DC 12 Dexterity saving throw or 
  be swallowed by the worm. A swallowed creature is blinded and 
  restrained, it has total cover against attacks and other effects outside 
  the worm, and it takes 7 (2d6) acid damage at the start of each of the 
  worm's turns.
    If the worm takes 10 damage or more on a single turn from a 
  creature inside it, the worm must succeed on a DC 12 Constitution 
  saving throw at the end of that turn or regurgitate all swallowed 
  creatures, which fall prone in a space within 10 feet of the worm. 
  If the worm dies, a swallowed creature is no longer restrained by it 
  and can escape from the corpse by using 5 feet of movement, exiting 
  prone.
  Tail Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 8 (1d6 + 5) piercing damage, and the target must make a DC 12 
  Constitution saving throw, taking 14 (4d6) poison damage on a failed 
  save, or half as much damage on a successful one.
  Young Purple Worm
  Huge monstrosity, unaligned
  Armor Class 16 (natural armor)
  Hit Points 116 (11d12 + 44)
  Speed 40 ft., burrow 25 ft.
  STR           DEX           CON           INT           WIS           CHA 
          24 (+7)        8 (-1)        18 (+4)       1 (-5)          8 (-1)         4 (-3)
  Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9
  Languages -----
  Challenge 8 (3,900 XP)
  Tunneler. The worm can burrow through solid rock at half its burrow 
  speed and leaves a 5-foot-diameter tunnel in its wake. 
  Actions
  Multiattack. The worm makes two attacks: one with its bite and one 
  with its stinger. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 16 (2d8 + 7) piercing damage.  If the target is a Medium or 
  smaller creature, it must succeed on a DC 15 Dexterity saving throw 
  or be swallowed by the worm. A swallowed creature is blinded and 
  restrained, it has total cover against attacks and other effects outside 
  the worm, and it takes 14 (4d6) acid damage at the start of each of 
  the worm's turns.
    If the worm takes 20 damage or more on a single turn from a 
  creature inside it, the worm must succeed on a DC 14 Constitution 
  saving throw at the end of that turn or regurgitate all swallowed 
  creatures, which fall prone in a space within 10 feet of the worm. 
  If the worm dies, a swallowed creature is no longer restrained by it 
  and can escape from the corpse by using 5 feet of movement, exiting 
  prone.
  Tail Stinger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 14 (2d6 + 7) piercing damage, and the target must make a DC 
  15 Constitution saving throw, taking 28 (8d6) poison damage on a 
  failed save, or half as much damage on a successful one.
  Purple Wormling 
  The purple wormling is more commonly encountered than its 
  bigger versions, as it tends to attack easy prey such as livestock 
  and beasts of burden.  Due to its size, it is not yet able to swallow 
  creatures.
  Young Purple Worm 
  Despite being a young purple worm, this specimen is still big 
  enough to cause tremendous harm to the local population.      
  
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  Quaggoth Alpha
  Medium humanoid (quaggoth), chaotic neutral
  Armor Class 13 (natural armor)
  Hit Points 102 (12d8 + 48)
  Speed 30 ft., climb 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          19 (+4)      12 (+1)      18 (+4)        8 (-1)        14 (+2)        9 (-1)
  Skills Athletics +6
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages Undercommon
  Challenge 5 (1,800 XP)
  Reckless. At the start of its turn, the quaggoth can gain advantage 
  on all melee weapon attack rolls during that turn, but attack rolls 
  against it have advantage until the start of its next turn.
  Wounded Fury. While it has 10 hit points or fewer, the quaggoth 
  has advantage on attack rolls. In addition, it deals an extra 7 (2d6) 
  damage to any target it hits with a melee attack.
  Battle Roar (Recharges after a Short or Long Rest). As a bonus 
  action, the quaggoth unleashes a battle cry infused with psychic 
  energy. Up to ten other creatures of its choice within 60 feet of it that 
  can hear it gain advantage on attack rolls and deals an extra 7 (2d6) 
  psychic damage to any target it hits with a melee attack until the 
  start of the quaggoth's next turn.
  Actions
  Multiattack. The quaggoth makes two maul attacks.
  Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) psychic damage.
  Quaggoths
  Quaggoth Thonot
  Medium humanoid (quaggoth), chaotic neutral
  Armor Class 13 (natural armor)
  Hit Points 53 (7d8 + 21)
  Speed 30 ft., climb 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          17 (+3)      12 (+1)      16 (+3)        6 (-2)        14 (+2)        7 (-2)
  Skills Athletics +5
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages Undercommon
  Challenge 3 (700 XP)
  Innate Spellcasting (Psionics). The quaggoth's innate spellcasting 
  ability is Wisdom (spell save DC 12). The quaggoth can innately cast 
  the following spells, without providing material components:
  At will: feather fall, mage hand (the hand is invisible)
  1/day each: cure wounds, enlarge/reduce, heat metal, mirror image
  Wounded Fury. While it has 10 hit points or fewer, the quaggoth 
  has advantage on attack rolls. In addition, it deals an extra 7 (2d6) 
  damage to any target it hits with a melee attack.
  Actions
  Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) psychic damage.
  Alpha 
  The quaggoth alpha is the leader of its pack.  It is normally the 
  largest male of its group.  In combat, it can unleash a psychic 
  battle cry that enhances its allies' fighting prowess momentarily.
  Thonot 
  The quaggoth thonot are psionic healers who provide support for 
  a quaggoth war party.      
  
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  Rakshasa
  At will: detect thoughts, disguise self, mage hand, toll the dead
  3/day each: animate dead, blindness/deafness, contagion, create 
    undead, detect magic, enervation, ray of enfeeblement
  1/day each: Abi-Dalzim's horrid wilting, finger of death, harm, 
    magic jar
  Actions
  Multiattack. The rakshasa uses Command Undead.  It then makes 
  two claw attacks.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 9 (2d6 + 2) slashing damage plus (7) 2d6 necrotic damage, and 
  the target is cursed if it is a creature. The cursed target is unable to 
  regain hit points. The curse lasts until it is lifted by a remove curse 
  spell or similar magic.
  Command Undead. The rakshasa targets one undead ally it can see 
  within 30 feet of it and gives it a telepathic command. If the target is 
  not incapacitated, the target can use its reaction to move up to half 
  its speed and make one weapon attack.
  Pain Wave (Recharges 5-6). The rakshasa magically emits nerve-
  wracking negative energy. Each creature within 20 feet of the 
  rakshasa must succeed on a DC 18 Constitution saving throw.  On a 
  failed save, the target takes 36 (8d8) necrotic damage and is stunned 
  until the end of the rakshasa's next turn. On a successful save, the 
  target takes half as much damage and isn't stunned.
  Rakshasa Ak'chazar
  Medium fiend, lawful evil
  Armor Class 16 (natural armor)
  Hit Points 136 (16d8 + 64)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      17 (+3)      18 (+4)      14 (+2)     16 (+3)       20 (+5)
  Skills Arcana +8, Deception +10, Insight +8
  Damage Vulnerabilities piercing from magic weapons wielded
    by good creatures
  Damage Immunities bludgeoning, piercing, and slashing from
    nonmagical weapons
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Infernal
  Challenge 15 (13,000 XP)
  Limited Magic Immunity. The rakshasa is immune to spells of 6th 
  level or lower unless it wishes to be affected. It has advantage on 
  saving throws against all other spells and magical effects.
  Innate Spellcasting. The rakshasa's innate spellcasting ability is 
  Charisma (spell save DC 18, +10 to hit with spell attacks). The 
  rakshasa can innately cast the following spells, without providing 
  material components:
  Ak'chazar 
  These rakshasa have white tiger fur and appear gaunt and 
  thinner than the the usual rakshasa.  Instead of enchantments 
  and illusions, the ak'chazar specialized in necromancy.  They 
  animate and control the undead, letting them do all the dirty deeds 
  they want done while they stay secretly behind the scenes, their 
  presence unknown to their victims.
  
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  3/day each: detect magic, invisibility, shadow blade
  Shadow Stealth. While in dim light or darkness, the rakshasa can 
  take the Hide action as a bonus action. 
  Shadow Step. While in dim light or darkness, the rakshasa can 
  teleport as a bonus action up to 60 feet to an unoccupied space it 
  can see that is also in dim light or darkness. It then has advantage 
  on the first melee attack it makes before the end of the turn.
  Sneak Attack (1/Turn). The rakshasa deals an extra 14 (4d6) 
  damage when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 feet of an 
  ally of the rakshasa that isn't incapacitated and the rakshasa doesn't 
  have disadvantage on the attack roll.
  Actions
  Multiattack. The rakshasa makes two melee attacks or two ranged 
  attacks.
  Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 
  15 Constitution saving throw, taking 24 (7d6) poison damage on a 
  failed save, or half as much damage on a successful one.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 9 (2d6 + 4) slashing damage, and the target is cursed if it is a 
  creature. The magical curse takes effect whenever the target takes a 
  short or long rest, filling the target's thoughts with horrible images 
  and dreams. The cursed target gains no benefit from finishing a 
  short or long rest. The curse lasts until it is lifted by a remove curse 
  spell or similar magic.
  Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one 
  creature. Hit: 8 (1d8 + 4) piercing damage and the target must make 
  a DC 15 Constitution saving throw, taking 24 (7d6) poison damage 
  on a failed save, or half as much damage on a successful one.
  Rakshasa Naztharune
  Medium fiend, lawful evil
  Armor Class 17 (natural armor)
  Hit Points 111 (13d8 + 52)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      19 (+4)      18 (+4)      14 (+2)     16 (+3)       20 (+5)
  Skills Deception +10, Insight +8, Stealth +14
  Damage Vulnerabilities piercing from magic weapons wielded
    by good creatures
  Damage Immunities bludgeoning, piercing, and slashing from
    nonmagical weapons
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Infernal
  Challenge 15 (13,000 XP)
  Assassinate. During its first turn, the rakshasa has advantage on 
  attack rolls against any creature that hasn't taken a turn.  Any hit the 
  rakshasa scores against a surprised creature is a critical hit.
  Evasion. If the rakshasa is subjected to an effect that allows it 
  to make a Dexterity saving throw to take only half damage, the 
  rakshasa instead takes no damage if it succeeds on the saving throw, 
  and only half damage if it fails. 
  Limited Magic Immunity. The rakshasa is immune to spells of 6th 
  level or lower unless it wishes to be affected. It has advantage on 
  saving throws against all other spells and magical effects.
  Innate Spellcasting. The rakshasa's innate spellcasting ability is 
  Charisma (spell save DC 18, +10 to hit with spell attacks). The 
  rakshasa can innately cast the following spells, without providing 
  material components:
  At will: detect thoughts, disguise self, mage hand
  Naztharune 
  Appearing as a black-furred tiger, the naztharune are agile and 
  stealthy rogue warriors that specialize in assassination.  Unlike 
  the typical rakshasa that prefers to work behind the scenes, the 
  naztharune gets its hands, or paws, dirty.  
    Master Assassins. They may not have the same level of arcane 
  ability as their brethren, but they hardly need it as they are almost 
  invisible when they operate.  Masters of stealth that can wink in 
  and out of the darkness, the naztharune is a perfect killer.  Its 
  mark never sees it coming.
  
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  Rakshasa Rajah
  Medium fiend, lawful evil
  Armor Class 16 (natural armor)
  Hit Points 153 (18d8 + 72)
  Speed 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      17 (+3)      18 (+4)      14 (+2)        16 (+3)    20 (+5)
  Skills Deception +10, Insight +8, Religion +8
  Damage Vulnerabilities piercing from magic weapons wielded
    by good creatures
  Damage Immunities bludgeoning, piercing, and slashing from
    non magical weapons
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Infernal
  Challenge 19 (22,000 XP)
  Aura of Misdirection. Whenever a creature that is within 30 feet 
  of the rakshasa targets the rakshasa with an attack, spell, or other 
  ability, it must succeed on a DC 19 Intelligence saving throw, 
  unless the rakshasa is incapacitated. On a failed save, the affected 
  creature regards every creature it can see, other than the rakshasa, 
  as enemies until the start of its next turn.  It then chooses another 
  target at random from among the enemies it can see within range 
  of the attack, spell, or other ability it's using. If an enemy provokes 
  an opportunity attack from the affected creature, the creature 
  must make that attack if it is able to.  If a creature's saving throw 
  is successful, the creature is immune to the rakshasa's Aura of 
  Misdirection for the next 24 hours.
  Legendary Resistance (3/Day). If the rakhsasa fails a saving throw, it
  can choose to succeed instead.  
  Limited Magic Immunity. The rakshasa is immune to spells of 6th 
  level or lower unless it wishes to be affected. It has advantage on 
  saving throws against all other spells and magical effects.
  Innate Spellcasting. The rakshasa's innate spellcasting ability is 
  Charisma (spell save DC 19, +11 to hit with spell attacks). The 
  rakshasa can innately cast the following spells, without providing 
  material components:
  At will: detect thoughts, disguise self, mage hand, minor illusion
  3/day each: blur, charm person, detect magic, dissonant whispers,
     fly, invisibility, major image, mirror image, suggestion
  1/day each: dominate person, mislead, plane shift, psychic scream, 
    synaptic static, true seeing, weird
  Actions
  Multiattack. The rakshasa makes two claw attacks.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 9 (2d6 + 2) slashing damage plus 14 (4d6) psychic damage, 
  and the target's Intelligence score is reduced by 1d6. The target is 
  stunned if this reduces its Intelligence to 0. Otherwise, the reduction 
  lasts until the target finishes a short or long rest or if a Greater 
  Restoration or similar spell is cast on it.  
  Word of Discord (Recharge 5-6). Each creature within 60 feet of 
  the rakshasa and can hear the rakshasa must succeed on a DC 
  19 Charisma saving throw, or take 27 (6d8 + 2) psychic damage 
  and must use its reaction to make a melee weapon attack against 
  one creature of the rakshasa's choice that the rakshasa can see. 
  Constructs and undead are immune to this effect.
  Legendary Actions
  The rakshasa 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 rakshasa 
  regains spent legendary actions at the start of its turn.
  Claw. The rakshasa makes a claw attack. 
  Move. The rakshasa moves up to half its speed without provoking 
    opportunity attacks.
  Cast a Spell (Costs 2 Actions). The rakshasa casts a spell from its 
  list of innate spells, using a spell slot as normal.
  Rajah 
  The rakshasa rajah, sometimes also called as rakshasa adhip'ti, is 
  an ancient and powerful rakshasa that sees itself as the ultimate 
  overlord and brilliant mastermind of any organization, the grand 
  manipulator and genius schemer that nobody knows exists.  Even 
  those that work directly with it are unaware of its true nature.     
    Agents of Asmodeus. For important campaigns into the 
  material plane where a more subtle and indirect approach is 
  required, the archdevil Asmodeus sends a rakshasa rajah to 
  organize and undertake it.
    In combat, the rakshasa rajah can be a terrifying creature to 
  face, with its array of abilties and spells that can confuse, mislead, 
  and bend a foe's will to do its bidding.  Its mere touch can drive a 
  creature senseless.
  
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  Actions
  Multiattack. The rakshasa makes three melee attacks or three 
  ranged attacks.
  Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) slashing damage plus 9 (2d8) necrotic damage.
  Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  creature. Hit: 6 (1d4 + 4) bludgeoning damage plus 9 (2d8) necrotic 
  damage. If the target is Large or smaller, it must succeed on a DC 
  18 Strength saving throw or be knocked prone.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 9 (2d6 + 4) slashing damage, and the target is cursed if it is a 
  creature. The magical curse takes effect whenever the target takes a 
  short or long rest, filling the target's thoughts with horrible images 
  and dreams. The cursed target gains no benefit from finishing a 
  short or long rest. The curse lasts until it is lifted by a remove curse 
  spell or similar magic.
  Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one 
  creature. Hit: 6 (1d8 + 2) piercing damage.
  Reactions
  Parry. The rakshasa adds 4 to its AC against one melee attack that 
  would hit it. To do so, the rakshasa must see the attacker and be 
  wielding a melee weapon. 
  Rakshasa Zakya
  Medium fiend, lawful evil
  Armor Class 18 (scale mail, shield)
  Hit Points 124 (13d8 + 65)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)      15 (+2)      20 (+5)      11 (+0)     14 (+2)       18 (+4)
  Skills Athletics +8, Deception +10, Insight +8
  Damage Vulnerabilities piercing from magic weapons wielded
    by good creatures
  Damage Immunities bludgeoning, piercing, and slashing from
    nonmagical weapons
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Infernal
  Challenge 14 (11,500 XP)
  Limited Magic Immunity. The rakshasa is immune to spells of 6th 
  level or lower unless it wishes to be affected. It has advantage on 
  saving throws against all other spells and magical effects.
  Innate Spellcasting. The rakshasa's innate spellcasting ability 
  is Charisma (spell save DC 17, +9 to hit with spell attacks). The 
  rakshasa can innately cast the following spells, without providing 
  material components:
  At will: chill touch, true strike
  3/day each: vampiric touch
  Zakya 
  Zakya rakshasa are probably the least machiavellan and subtle 
  of all rakshasa types.  They see themselves as elite warriors that 
  supplement their impressive martial abilities with their spells.
  
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  Remorhaz
  Ancient Remorhaz
  Gargantuan monstrosity, unaligned
  Armor Class 20 (natural armor)
  Hit Points 403 (23d20 + 44)
  Speed 30 ft., burrow 20 ft.
  STR           DEX           CON           INT           WIS           CHA 
          28 (+9)        8 (-1)        25 (+7)       5 (-3)        10 (+0)        6 (-2)
  Damage Immunities cold, fire
  Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
  Languages -----
  Challenge 19 (22,000 XP)
  Burst Forth (Recharges after a Short or Long Rest). The remorhaz 
  breaks through solid ground or wall as a bonus action, showering 
  the area with debris.  Each creature within 15 feet of the remorhaz 
  that is surprised must succeed on a DC 23 Strength check, taking 33 
  (7d6 + 9) bludgeoning damage and is knocked prone on a failed save, 
  or half as much damage and isn't knocked prone on a successful one. 
  Heated Body. A creature that touches the remorhaz or hits it with a 
  melee attack while within 5 feet of it takes 14 (4d6) fire damage. 
  Actions
  Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. 
  Hit: 58 (9d10 + 9) piercing damage plus 14 (4d6) fire damage.  If the 
  target is a creature, it is grappled (escape DC 19). Until this grapple 
  ends, the target is restrained, and the remorhaz can't bite another 
  target.
  Swallow. The remorhaz makes one bite attack against a Large or 
  smaller creature it is grappling. If the attack hits, that creature takes 
  the bite's damage and is swallowed, and the grapple ends . While 
  swallowed, the creature is blinded and restrained, it has total cover 
  against attacks and other effects outside the remorhaz, and it takes 
  28 (8d6) acid damage at the start of each of the remorhaz's turns.
    If the remorhaz takes 40 damage or more on a single turn from 
  a creature inside it, the remorhaz must succeed on a DC 17 
  Constitution saving throw at the end of that turn or regurgitate all 
  swallowed creatures, which fall prone in a space within 10 feet of the 
  remorhaz. If the remorhaz dies, a swallowed creature is no longer 
  restrained by it and can escape from the corpse using 20 feet of 
  movement, exiting prone.
  Ancient Remorhaz 
  An adult remorhaz, if left unchecked, can, very rarely, reach the 
  age category of an ancient one.  This monstrous creature spends 
  most of its time hibernating, active only for a few weeks to hunt 
  for prey before returning to sleep.  However, those few weeks can 
  spell disaster to any established community and natural ecosystem 
  within its territory, as the ancient remorhaz is as voracious as its 
  younger cousins.  In fact, younger remorhaz stay clear from the 
  ancient one, as they are still considered food to it.
  
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  spell slot of 2nd level or higher, the extra damage increases by 1d8 
  for each level above 1st (maximum 5d8).
  Spellcasting. The revenant is a 10th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It 
  has the following paladin spells prepared:
  1st level (4 slots): bane, hunter's mark, wrathful smite
  2nd level (3 slots): branding smite, hold person, misty step
  3rd level (2 slots): blinding smite, haste
  Actions
  Multiattack. The revenant makes two melee attacks.
  Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  creature. Hit:  18 (4d6 + 4)  damage. If the target is a creature 
  against which the revenant has sworn vengeance, the target takes an 
  extra 14 (4d6) slashing damage.  
  Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 
  Hit:  11 (2d6 + 4) bludgeoning damage. If the target is a creature 
  against which the revenant has sworn vengeance, the target takes an 
  extra 14 (4d6) bludgeoning damage. Instead of dealing damage, the 
  revenant can grapple the target (escape DC 14) provided the target is 
  Large or smaller. 
  Vengeful Glare. The revenant targets one creature it can see 
  within 30 feet of it and against which it has sworn vengeance. The 
  target must make a DC 16 Wisdom saving throw. On a failure, the 
  target is paralyzed until the revenant deals damage to it, or until 
  the end of the revenant's next turn. When the paralysis ends, the 
  target is frightened of the revenant for 1 minute. The frightened 
  target can repeat the saving throw at the end of each of its turns, 
  with disadvantage if it can see the revenant, ending the frightened 
  condition on itself on a success. 
  Reactions
  Parry. The revenant adds 4 to its AC against one melee attack that 
  would hit it. To do so, the revenant must see the attacker and be 
  wielding a melee weapon. 
  Revenant
  Revenant Avenger
  Medium undead, neutral
  Armor Class 18 (plate)
  Hit Points 153 (18d8+72)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)      11 (+0)       18 (+4)     13 (+1)      16 (+3)      18 (+4)
  Saving Throws Str +8, Con +8, Wis +7, Cha +8
  Damage Resistances necrotic, psychic
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened,
    grappled, paralyzed, stunned
  Senses darkvision 60 ft., passive Perception 14
  Languages any languages it knew in life 
  Challenge 10 (5,900 XP)
  Regeneration. The revenant regains 10 hit points at the start of its 
  turn. If the revenant takes fire or radiant damage, this trait doesn't 
  function at the start of the revenant's next turn. The revenant dies 
  only if it starts its turn with 0 hit points and doesn't regenerate. 
  Rejuvenation. When the revenant's body is destroyed, its soul 
  lingers. After 24 hours, the soul inhabits and animates another 
  corpse on the same plane of existence and regains all its hit points. 
  While the soul is bodiless, a wish spell can be used to force the soul 
  to go to the afterlife and not return.
  Turn Immunity. The revenant is immune to effects that turn undead.
  Vengeful Tracker. The revenant knows the distance to and direction 
  of any creature against which it seeks revenge, even if the creature 
  and the revenant are on different planes of existence. If the creature 
  being tracked by the revenant dies, the revenant knows.
  Smite (1/Turn). As a bonus action, when the revenant hits a creature 
  with a weapon attack, it can expend a 1st level spell slot to deal 2d8 
  radiant or necrotic damage to the target. If the revenant expends a 
  Avenger 
  When a paladin dies after being betrayed, and its quest left 
  unfulfilled, it can sometimes rise as a revenant avenger.  Unlike the 
  standard revenant, the avenger retains its skills as a paladin.
  
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  Roc
  Young Roc
  Huge monstrosity, unaligned
  Armor Class 14 (natural armor)
  Hit Points 114 (12d12 + 36)
  Speed 20 ft., fly 120 ft.
  STR           DEX           CON           INT           WIS           CHA 
          24 (+7)      10 (+0)      16 (+3)        3 (-4)        10 (+0)        8 (-2)
  Saving Throws Dex +3, Con +6, Wis +3
  Skills Perception +3
  Senses passive Perception 13
  Languages -----
  Challenge 5 (1,800 XP)
  Keen Sight. The roc has advantage on Wisdom (Perception)checks 
  that rely on sight.  
  Actions
  Multiattack. The roc makes two attacks: one with its beak and one 
  with its talons.
  Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 20 (3d8 + 7) piercing damage.
  Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 17 (3d6 + 7) piercing damage, slashing damage, and the target 
  is grappled (escape DC 17). Until this grapple ends, the target is 
  restrained, and the roc can't use its talons on another target.
  Young Roc 
  Adventurers are probably going to encounter young rocs more 
  often than an adult roc, as the younger ones are more likely to 
  attack medium-sized smaller prey, as well as steeds, beasts of 
  burden, and livestock.
  
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  Ropers
  Magic Resistance. The roper has advantage on saving throws 
  against spells and other magical effects.
  Spider Climb. The roper can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability check.
  Actions
  Multiattack. The roper makes six attacks with its tendrils, uses 
  Reel, and makes one attack with its bite.
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 33 (6d8 + 6) piercing damage.
  Tendril. Melee Weapon Attack: +10 to hit, reach 60 ft., one target. 
  Hit: 5 (1d4 + 3) bludgeoning damage and the target is grappled 
  (escape DC 16). Until the grapple ends, the target is restrained, has 
  disadvantage on Strength checks and Strength saving throws, and 
  takes 5 (1d4 + 3) bludgeoning damage at the start of each of the 
  roper's turns, and the roper can't use the same tendril on another 
  target.
  Reel. The roper pulls each creature grappled by it up to 30 feet 
  straight toward it.
  Ancient Roper
  Huge monstrosity, neutral evil
  Armor Class 21 (natural armor)
  Hit Points 161 (14d12 + 70)
  Speed 15 ft., climb 15 ft.
  STR           DEX           CON           INT           WIS           CHA 
          22 (+6)        8 (-1)        21 (+5)        8 (-1)       18 (+4)        6 (-2)
   
  Saving Throws Str +10, Con +9, Wis +8
  Skills Perception +8, Stealth +7
  Senses darkvision 60 ft., passive Perception 18
  Languages -----
  Challenge 11 (7,200 XP)
  False Appearance. While the roper remains motionless, it 
  is indistinguishable from a normal cave formation, such as a 
  stalagmite.
  Grasping Tendrils. The roper can have up to six tendrils at a time. 
  Each tendril can be attacked (AC 21; 20 hit points). Destroying a 
  tendril deals no damage to the roper, but reduces its number of 
  tendrils. A tendril can also be broken if a creature takes an action 
  and succeeds on a DC 17 Strength check against it.  A lost tendril 
  regrows after 24 hours.
  Ancient Roper 
  Very rarely do ropers live to become ancient 
  ropers, as they have a lot of competition in the 
  underdark.  But those that live to reach that age 
  can be very frightening.  They are larger and 
  more cunning, have become more resistant to 
  magic, and can attack with more tendrils than 
  the younger roper.
  
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  urophion can innately cast the following spells, without providing 
  material components:
  At will: detect thoughts, suggestion
  Actions
  Multiattack. The urophion makes four attacks with its tendrils, uses 
  Reel, and makes one attack with its bite.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 22 (4d8 + 4) piercing damage.
  Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one target. 
  Hit: 5 (1d4 + 3) psychic damage and the target is grappled (escape 
  DC 14) and must succeed on a DC 14 Intelligence saving throw 
  or be stunned until the end of the urophion's next turn. Until this 
  grapple ends, the roper can automatically hit the target with its 
  tendril, and the roper can't make the same tendril attack other 
  targets.   
  Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  incapacitated humanoid grappled by the urophion. Hit: 55 (10d10) 
  piercing damage.  If this damage reduces the target to 0 hit points, 
  the urophion kills the target by extracting and devouring its brain. 
  Mind Blast (Recharge 5-6). The urophion magically emits psychic 
  energy in a 60-foot cone. Each creature in that area must succeed 
  on a DC 14 Intelligence saving throw or take 21 (4d8 + 3) psychic 
  damage and be stunned 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.
  Reel. The urophion pulls each creature grappled by it up to 30 feet 
  straight toward it.
  Urophion
  Large aberration, lawful evil
  Armor Class 20 (natural armor)
  Hit Points 94 (11d10 + 33)
  Speed 10 ft., climb 10 ft.
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)        8 (-1)        17 (+3)     16 (+3)      16 (+3)      14 (+2)
   
  Saving Throws Con +6, Int +5, Wis +6, Cha +5
  Skills Perception +14, Stealth +5
  Senses darkvision 60 ft., passive Perception 14
  Languages -----
  Challenge 9 (5,000 XP)
  False Appearance. While the urophion remains motionless, it 
  is indistinguishable from a normal cave formation, such as a 
  stalagmite.
  Grasping Tendrils. The urophion can have up to six tendrils at a 
  time. Each tendril can be attacked (AC 20; 10 hit points). Destroying 
  a tendril deals no damage to the urophion, but reduces its number 
  of tendrils. A tendril can also be broken if a creature takes an action 
  and succeeds on a DC 15 Strength check against it.  A lost tendril 
  regrows after 24 hours.
  Magic Resistance. The urophion has advantage on saving throws 
  against spells and other magical effects.
  Spider Climb. The urophion can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability check.
  Innate Spellcasting. The urophion's innate spellcasting ability 
  is Charisma (spell save DC 17, +9 to hit with spell attacks). The 
  Urophion 
  When a roper is infected with an illithid tadpole, it 
  transforms into a urophion.  They are created by the 
  mind flayers to serve as guards.    
    A urophion sees itself as intelligent equals to the 
  mind flayer, but are treated as social outcasts 
  and are usually shunned and ignored by other 
  illithids.  This may cause some urophion to 
  become insane.  Others may escape their 
  servitude, and wander off into the underdark.  If 
  they encounter an intelligent creature, they may 
  not automatically be hostile, as it longs to have a 
  decent conversation.  That is, until it begins to crave 
  its brain.
  
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  Rust Monster
  Dire Rust Monster
  Large monstrosity, unaligned
  Armor Class 16 (natural armor)
  Hit Points 68 (8d10 + 24)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
          17 (+3)      12 (+1)      17 (+3)        3 (-4)       14 (+2)        7 (-2)
  Senses darkvision 60 ft., passive Perception 11
  Languages -----
  Challenge 3 (700 XP)
  Iron Scent. The rust monster can pinpoint, by scent, the location 
  offerrous metal within 30 feet of it. 
  Rust Metal. Any nonmagical weapon made of metal that hits the 
  rust monster corrodes. After dealing damage, the weapon takes a 
  permanent and cumulative -1 penalty to damage rolls.  If its penalty 
  drops to -5, the weapon is destroyed. 
    When a creature hits the rust monster with a magical weapon 
  made of metal and deals damage, it must succeed on a DC 13 
  Wisdom saving throw with advantage on the roll.  On a failed save, 
  the weapon takes a permanent and cumulative -1 penalty to damage 
  rolls.  If its penalty drops to -5, the weapon is destroyed. 
    Ammunition made of metal that hits the rust monster is destroyed 
  after dealing damage.
  Actions
  Multiattack. The rust monster attacks twice, one with its bite and 
  one with its antennae.
  Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 12 (2d8 + 3) piercing damage.
  Antennae. The rust monster corrodes a ferrous metal object it 
  can see within 5 feet of it. If the object isn't being worn or carried, 
  the touch destroys a 1-foot cube of it. If the object is being worn 
  or carried by a creature, the creature can make a DC 13 Dexterity 
  saving throw to avoid the rust monster's touch.  If the object is 
  magical, the creature has advantage on the saving throw.
    If the object touched is either metal armor or a metal shield being 
  worn or carried, its takes a permanent and cumulative -1 penalty to 
  the AC it offers . Armor reduced to an AC of 10 or a shield that drops 
  to a +0 bonus is destroyed. If the object touched is a held metal 
  weapon, it rusts as described in the Rust Metal trait. 
  Dire Rust Monster 
  Of the most feared creatures a group of adventurers will ever face, 
  the dire rust monster is probably one of the few they will dread the 
  most. 
    Unlike the more common rust monster, the dire rust monster has 
  the ability to corrode magical metal, such as weapons and armor.  
  In fact, it prefers and relishes such items as it has a more unique 
  taste than the common nonmagical metal.   
  
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  Sahuagin
  necrotic damage to the target. If the sahuagin expends a spell slot of 
  2nd level or higher, the extra necrotic damage increases by 1d8 for 
  each level above 1st (maximum 5d8).
  Spellcasting. The sahuagin is a 10th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 16, +8 to hit with 
  spell attacks). It has the following paladin spells prepared:
  1st level (4 slots): bane, hunter's mark, wrathful smite
  2nd level (3 slots): branding smite, hold person, misty step
  3rd level (2 slots): blinding smite, haste
  Indomitable (2/Day). The sahuagin rerolls a failed saving throw.  It 
  must use the new roll.
  Actions
  Multiattack. The sahuagin makes three attacks: one with his
  bite and two with his claws or trident.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 10 (2d4 + 5) piercing damage.
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 12 (2d6 + 5) slashing damage.
  Trident. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage, or 14 
  (2d8 +5) piercing damage if used with two hands to make a melee 
  attack.
  Sahuagin Champion of Sekolah
  Large humanoid (sahuagin), lawful evil
  Armor Class 16 (breastplate)
  Hit Points 102 (12d8 + 48)
  Speed 30 ft., swim 50 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          20 (+5)      15 (+2)       18 (+4)      12 (+1)     13 (+1)      15 (+2)
  Saving Throws Str +8, Con +7, Wis +4
  Skills Athletics +8, Perception +7, Religion +4
  Senses darkvision 120 ft., passive Perception 17
  Languages Sahuagin
  Challenge 7 (2,900 XP)
  Blood Frenzy. The sahuagin has advantage on melee attack rolls 
  against any creature that doesn't have all its hit points.
  Limited Amphibiousness. The sahuagin can breathe air and water, 
  but he needs to be submerged at least once every 4 hours to avoid 
  suffocating.
  Shark Telepathy. The sahuagin can magically command any shark 
  within 120 feet of him, using a limited telepathy.
  Smite (1/Turn). As a bonus action, when the sahuagin hits a creature 
  with a weapon attack, it can expend a 1st level spell slot to deal 2d8 
  Presented in this section are various archetypes of sahuagin. They 
  are the following: champion of Sekolah, harpooner, high priestess, 
  hunter, reaver, sea witch, and storm sorceress. 
  
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  Sahuagin Harpooner
  Medium humanoid (sahuagin), lawful evil
  Armor Class 12 (natural armor)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft., swim 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          15 (+ 2)      12 (+1)       12 (+1)      12 (+1)     13 (+1)        9 (-1)
  Skills Perception +5
  Senses darkvision 120 ft., passive Perception 15
  Languages Sahuagin
  Challenge 1 (200 XP)
  Blood Frenzy. The sahuagin has advantage on melee attack rolls 
  against any creature that doesn't have all its hit points.
  Limited Amphibiousness. The sahuagin can breathe air and water, 
  but he needs to be submerged at least once every 4 hours to avoid 
  suffocating.
  Shark Telepathy. The sahuagin can magically command any shark 
  within 120 feet of him, using a limited telepathy.
  Actions
  Multiattack. The sahuagin makes two attacks: one with its
  bite and one with its claws or harpoon.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) slashing damage.
  Harpoon. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage.  If 
  the target is a Medium or smaller creature, it must succeed on a 
  Strength contest against the sahuagin or be pulled up to 15 feet 
  toward the sahuagin. 
  Sahuagin High Priestess
  Medium humanoid (sahuagin), lawful evil
  Armor Class 13 (natural armor)
  Hit Points 72 (11d8 + 22)
  Speed 30 ft., swim 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          13 (+1)      12 (+1)       14 (+2)      13 (+1)     16 (+3)      14 (+2)
  Skills Perception +9, Religion +6
  Senses darkvision 120 ft., passive Perception 19
  Languages Sahuagin
  Challenge 5 (1,800 XP)
  Aura of Exsanguination. At the start of each of the sahuagin's turns, 
  each creature of its choice that doesn't have all its hit points within 
  10 feet of the sahuagin must succeed on a DC 13 Constitution saving 
  throw or take 10 (3d6) damage, provided that the sahuagin isn't 
  incapacitated.  Constructs, elementals, and undead are immune to 
  this effect.
  Blood Frenzy. The sahuagin has advantage on melee attack rolls 
  against any creature that doesn't have all its hit points.
  Limited Amphibiousness. The sahuagin can breathe air and water, 
  but he needs to be submerged at least once every 4 hours to avoid 
  suffocating.
  Shark Telepathy. The sahuagin can magically command any shark 
  within 120 feet of him, using a limited telepathy.
  Spellcasting. The sahuagin is a 11th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It 
  has the following cleric spells prepared:
  Cantrips (at will): mending, poison spray, sacred flame, thaumaturgy
  1st level (4 slots): bless, detect magic, divine favor, guiding bolt, 
    shield of faith
  2nd level (3 slots): blindness/deafness, hold person, magic weapon, 
    silence, spiritual weapon (trident)
  3rd level (3 slots): crusader's mantle, dispel magic, mass healing 
    word, spirit guardians, tongues
  4th level (3 slots): banishment, control water, freedom of movement, 
    guardian of faith, locate creature
  5th level (2 slots): dispel evil/good, hold monster, mass cure wounds
  6th level (1 slot): harm, heroes' feast
  Actions
  Multiattack. The sahuagin makes two attacks: one with her
  bite and one with her claws or trident.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) slashing damage.
  Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 
  (1d8 +1) piercing damage if used with two hands to make a melee 
  attack.
  
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  Sahuagin Hunter
  Medium humanoid (sahuagin), lawful evil
  Armor Class 12 (natural armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft., swim 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      12 (+1)       12 (+1)      12 (+1)     13 (+1)        9 (-1)
  Skills Perception +5, Survival +3
  Senses darkvision 120 ft., passive Perception 15
  Languages Sahuagin
  Challenge 2 (450 XP)
  Blood Frenzy. The sahuagin has advantage on melee attack rolls 
  against any creature that doesn't have all its hit points.
  Limited Amphibiousness. The sahuagin can breathe air and water, 
  but he needs to be submerged at least once every 4 hours to avoid 
  suffocating.
  Shark Telepathy. The sahuagin can magically command any shark 
  within 120 feet of him, using a limited telepathy.
  Stealthy. On each of its turns, the sahuagin can use a bonus action to 
  take the Hide action.  
  Slay Foe (1/Turn). The sahuagin deals an extra 9 (2d8) damage 
  with its weapon attack if it hits a creature that doesn't have all its hit 
  points.
  Actions
  Multiattack. The sahuagin makes two attacks: one with its
  bite and one with its claws or spear.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) slashing damage.
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 
  (1d8 +2) piercing damage if used with two hands to make a melee 
  attack.
  Sahuagin Reaver
  Medium humanoid (sahuagin), lawful evil
  Armor Class 13 (natural armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft., swim 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          13 (+ 1)      15 (+2)       12 (+1)      12 (+1)     13 (+1)        9 (-1)
  Skills Perception +5, Stealth +3
  Senses darkvision 120 ft., passive Perception 15
  Languages Sahuagin
  Challenge 2 (450 XP)
  Blood Frenzy. The sahuagin has advantage on melee attack rolls 
  against any creature that doesn't have all its hit points.
  Cunning Action. The sahuagin can take the Dash, Disengage, or 
  Hide action as a bonus action on each of its turns. 
  Limited Amphibiousness. The sahuagin can breathe air and water, 
  but he needs to be submerged at least once every 4 hours to avoid 
  suffocating.
  Shark Telepathy. The sahuagin can magically command any shark 
  within 120 feet of him, using a limited telepathy.
  Sneak Attack (1/Turn). The sahuagin deals an extra 7 (2d6) damage 
  when it hits a target with a weapon attack and has advantage on 
  the attack roll, or when the target is within 5 feet of an ally of the 
  sahuagin that isn't incapacitated and the sahuagin doesn't have 
  disadvantage on the attack roll.
  Actions
  Multiattack. The sahuagin makes two attacks: one with its
  bite and one with its claws or javelin.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) slashing damage.
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  
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  Sahuagin Sea Witch
  Medium humanoid (sahuagin), lawful evil
  Armor Class 12 (natural armor)
  Hit Points 61 (11d8 + 11)
  Speed 30 ft., swim 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
          13 (+1)      12 (+1)       12 (+1)      13 (+1)     13 (+1)      16 (+3)
  Skills Arcana +4, Perception +7
  Senses darkvision 120 ft., passive Perception 17
  Languages Sahuagin
  Challenge 6 (2,300 XP)
  Blood Frenzy. The sahuagin has advantage on melee attack rolls 
  against any creature that doesn't have all her hit points.
  Limited Amphibiousness. The sahuagin can breathe air and water, 
  but she needs to be submerged at least once every 4 hours to avoid 
  suffocating.
  Shark Telepathy. The sahuagin can magically command any shark 
  within 120 feet of him, using a limited telepathy.
  Spellcasting. The sahuagin is an 11th-level spellcaster. Her 
  spellcasting ability is Charisma (spell save DC 14, +6 to hit with 
  spell attacks). It regains her expended spell slots when she finishes a 
  short or long rest. She knows the following warlock spells:
  Cantrips (at will): eldritch blast, guidance, mage hand, minor illusion 
  1st level-5th level (3 5th-level slots): charm monster, detect thoughts,     
    dissonant whispers, dominate person, enervation, Evard's black 
    tentacles, greater invisibility, hold monster, misty step, phantasmal 
    force, synaptic static
  1/day: circle of death
  Whispering Aura. At the start of each of the sahuagin's turns, each 
  creature of her choice within 5 feet of her must succeed on a DC 14 
  Wisdom saving throw or take 10 (3d6) psychic damage, provided 
  that the sahuagin isn't incapacitated.
  Actions
  Multiattack. The sahuagin makes two attacks: one with her
  bite and one with her claws or spear.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) slashing damage.
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 
  (1d8 +1) piercing damage if used with two hands to make a melee 
  attack, plus 10 (3d6) psychic damage.
  Sahuagin Storm Sorceress
  Medium humanoid (sahuagin), lawful evil
  Armor Class 12 (15 with mage amor)
  Hit Points 66 (12d8 + 12)
  Speed 30 ft., swim 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          13 (+1)      12 (+1)       12 (+1)      13 (+1)     13 (+1)      18 (+4)
  Skills Arcana +4, Perception +7
  Senses darkvision 120 ft., passive Perception 17
  Languages Sahuagin
  Challenge 7 (2,900 XP)
  Blood Frenzy. The sahuagin has advantage on melee attack rolls 
  against any creature that doesn't have all her hit points.
  Limited Amphibiousness. The sahuagin can breathe air and water, 
  but he needs to be submerged at least once every 4 hours to avoid 
  suffocating.
  Shark Telepathy. The sahuagin can magically command any shark 
  within 120 feet of him, using a limited telepathy.
  Heart of the Storm.  Whenever the sahuagin casts a spell other 
  than a cantrip that deals lightning or thunder damage, a stormy aura 
  surrounds it.  In addition to the spell’s effects, creatures of its 
  choice within 10 feet of it take 10 (3d6) lightning or thunder damage 
  (sahuagin' choice). 
  Spellcasting. The sahuagin is an 11th-level spellcaster. Her 
  spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell 
  attacks). She has the following sorcerer spells prepared:
  Cantrips (at will): mage hand, blade ward, ray of frost, shape water 
  1st level (4 slots): mage armor, thunderwave
  2nd level (3 slots): gust of wind, misty step, shatter  
  3rd level (3 slots): lightning bolt, tidal wave
  4th level (3 slot): ice storm, storm sphere
  5th level (2 slot): control winds, synaptic static
  6th level (1 slot): chain lightning
  Sorcery Points. The sahuagin has 11 sorcery points. She can 
  spend l or more sorcery points as a bonus action to gain one of the 
  following benefits: 
    Heightened Spell: When the sahuagin casts a spell that forces a 
  creature to make a saving throw to resist the spell's effects, she can 
  spend 3 sorcery points to give one target of the spell disadvantage on 
  its first saving throw against the spell.
    Quickened Spell: When the sahuagin casts a spell that has a casting 
  time of 1 action, she can spend 2 sorcery points to change the 
  casting time to 1 bonus action for this casting.
  Actions
  Multiattack. The sahuagin makes two attacks: one with her
  bite and one with her claws or trident.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) slashing damage.
  Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 
  (1d8 +1) piercing damage if used with two hands to make a melee 
  attack, plus 10 (3d6) lightning damage.
  
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  Chapter 1. Bestiary
  Salamanders
  Actions
  Multiattack. The salamander makes two attacks: one with its
  spear and one with its tail.  It can use Maneuver Allies in place of 
  one attack.
  Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 
  (2d8 +4) piercing damage if used with two hands to make a melee 
  attack, plus 3 (1d6) fire damage.
  Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and 
  the target is grappled (escape DC 14). Until this grapple ends, the 
  target is restrained, the salamander can automatically hit the target 
  with its tail, and the salamander can't make tail attacks against 
  other targets.
  Maneuver Allies (Recharge 5-6). Up to four allies within 60 feet of 
  this salamander that can hear it can each use their reaction to move 
  up to half their speed without provoking opportunity attacks.
  Reactions
  Direct Counterstrike. In response to a creature missing the 
  salamander with a melee attack and the attacker is visible to the 
  salamander, it can target an ally within 5 feet of the creature.  If the 
  ally can see and hear the salamander, it uses its reaction to make 
  one melee weapon attack against the creature with advantage on the 
  attack roll.
  Salamander Captain
  Large elemental, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 98 (13d10 + 26)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)      14 (+2)       15 (+2)      11 (+0)     12 (+1)      14 (+2)
  Damage Vulnerabilities cold
  Damage Resistances bludgeoning, piercing, and slashing from
    nonmagical weapons
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 11
  Languages Ignan
  Challenge 6 (2,300 XP)
  Heated Body. A creature that touches the salamander or hits it with 
  a melee attack while within 5 feet of it takes 7 (2d6) fire damage.
  Heated Weapons. Any metal melee weapon the salamander wields 
  deals an extra 3 (1d6) fire damage on a hit (included in the attack).
  Distracting Strike (1/Turn). When the salamander hits a creature 
  with a  weapon attack, the next attack roll against the target by an 
  attacker other than the salamander has advantage if the attack is 
  made before the start of the salamander's next turn.
  Captain 
  A salamander captain trains flamebrothers to become warriors.  It 
  is usually encountered as part of a guard patrol.
   
  Flamebrother 
  When a fire snake first matures into a salamander form, it 
  becomes a flamebrother.  It already resembles a salamander adult 
  but is still smaller than the adult.  It is at this age that they begin 
  their training as warriors and they often serve as guards. 
   
  
  242
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  Innate Spellcasting. The salamander's innate spellcasting ability 
  is Charisma (spell save DC 16, +8 to hit with spell attacks). The 
  salamander can innately cast the following spells, without providing 
  material components: 
  At will: fire bolt, mage hand
  3/day each: burning hands, fireball, flaming sphere
  1/day each: conjure elemental (fire), dispel magic, wall of fire
  Actions
  Multiattack. The salamander makes three attacks: two with its
  spear and one with its tail.  
  Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage, or 14 
  (2d8 +5) piercing damage if used with two hands to make a melee 
  attack, plus 7 (2d6) fire damage.
  Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) fire damage, 
  and the target is grappled (escape DC 14). Until this grapple ends, 
  the target is restrained, the salamander can automatically hit the 
  target with its tail, and the salamander can't make tail attacks 
  against other targets.
  Salamander Noble
  Large elemental, neutral evil
  Armor Class 16 (natural armor)
  Hit Points 128 (15d10 + 45)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          20 (+4)      14 (+2)       16 (+3)      12 (+1)     12 (+1)      18 (+4)
  Damage Vulnerabilities cold
  Damage Resistances bludgeoning, piercing, and slashing from
    nonmagical weapons
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 11
  Languages Ignan
  Challenge 9 (5,000 XP)
  Heated Body. A creature that touches the salamander or hits it with 
  a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
  Heated Weapons. Any metal melee weapon the salamander wields 
  deals an extra 7 (2d6) fire damage on a hit (included in the attack).
  Salamander Flamebrother
  Medium elemental, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 44 (8d8 + 8)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          15 (+2)      14 (+2)       13 (+1)       9 (-1)       10 (+0)       10 (+0)
  Damage Vulnerabilities cold
  Damage Resistances bludgeoning, piercing, and slashing from
    nonmagical weapons
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 10
  Languages Ignan
  Challenge 3 (700 XP)
  Heated Body. A creature that touches the salamander or hits it with 
  a melee attack while within 5 feet of it takes (1d6) fire damage.
  Heated Weapons. Any metal melee weapon the salamander wields 
  deals an extra 3 (1d6) fire damage on a hit (included in the attack).
  Actions
  Multiattack. The salamander makes two attacks: one with its
  spear and one with its tail.  
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d6 + 2) piercing damage, or 6 
  (1d8 + 2) piercing damage if used with two hands to make a melee 
  attack, plus 3 (1d6) fire damage.
  Tail. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 
  Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) fire damage, and 
  the target is grappled (escape DC 14). Until this grapple ends, the 
  target is restrained, the salamander can automatically hit the target 
  with its tail, and the salamander can't make tail attacks against other 
  targets.
  Noble 
  The salamander nobles are the elite of the salamander society.  
  They are the natural leaders of the salamanders and rule like 
  cruel tyrants.  They are more cunning and intelligent and even 
  have arcane abilities, setting them far apart than the common 
  salamander.
  
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  Chapter 1. Bestiary
  Satyrs
  Satyr Beguiler
  Medium fey, chaotic neutral
  Armor Class 15 (studded leather)
  Hit Points 61 (11d8 + 11)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
          12 (+1)      16 (+3)      12 (+1)     12 (+1)      10 (+0)       16 (+3)
  Skills Perception +2, Performance +7, Stealth +5
  Senses passive Perception 12
  Languages Common, Elvish, Sylvan
  Challenge 4 (1,100 XP)
  Magic Resistance. The satyr has advantage on saving throws against 
  spells and other magical effects.
  Spellcasting. The satyr is an 11th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It 
  regains its expended spell slots when it finishes a short or long rest. 
  It knows the following warlock spells:
  Cantrips (at will): dancing lights, eldritch blast, friends, mage hand, 
    minor illusion, prestidigation, vicious mockery 
  1st level-5th level (3 5th-level slots): blink, charm person, crown of 
    madness, dimension door, dispel magic, fear, hold monster, misty 
    step, phantasmal force, seeming, synaptic static 
  1/day: mental prison
  Actions
  Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 6 (2d4 + 1) bludgeoning damage.
  Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage.
  Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage. 
  Reactions
  Misty Escape (Recharges after a Short or Long Rest). In response
  to taking damage, the satyr turns invisible and teleports up to 60 feet 
  to an unoccupied space it can see. It remains invisible until the start 
  of its next turn or until it attacks, makes a damage roll, or casts a 
  spell.
  Satyr Trickster
  Medium fey, chaotic neutral
  Armor Class 15 (studded leather)
  Hit Points 41 (9d8)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
          12 (+1)      16 (+3)      11 (+0)     12 (+1)      10 (+0)       16 (+3)
  Skills Perception +2, Performance +7, Stealth +5
  Senses passive Perception 12
  Languages Common, Elvish, Sylvan
  Challenge 2 (450 XP)
  Magic Resistance. The satyr has advantage on saving throws against 
  spells and other magical effects.
  Spellcasting. The satyr is a 9th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 13). It has the following bard 
  spells prepared:
  Cantrips (at will): mage hand, minor illusion, vicious mockery
  1st level (4 slots): charm person, dissonant whispers, silent image,
    sleep 
  2nd level (3 slots): enthrall, hold person, suggestion
  3rd level (3 slots): catnap, enemies abound, major image
  4th level (3 slot): charm monster, greater invisibility
  5th level (1 slot): mislead 
  Actions
  Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 6 (2d4 + 1) bludgeoning damage.
  Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage.
  Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage. 
  Reactions
  Distracting Taunt (3/Day). The satyr magically imposes disadvantage 
  to a creature's attack roll, ability check, or saving throw.  To do so, the 
  creature must be within 30 feet of the satyr and must be visible and be 
  able to hear to the satyr.
  Beguiler 
  The satyr beguiler is a warlock of the fey.  They often operate as 
  mercenaries, and though not evil, are unscrupulous enough to 
  work with hags and oni as long as they are paid.
  Trickster
  The mischievous satyr trickster is a bard.  It loves to pull pranks 
  on unsuspecting victims, such as adventurers.  It is susceptible to 
  flattery, however, and will indulge itself in conversations about the 
  arts, especially if it can find an opportunity to recite poetry or sing 
  songs, especially the erotic ones.
   
   
  
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  Chapter 1. Bestiary
  Scarecrow
  long rest. It knows the following warlock spells:
  Cantrips (at will): eldritch blast, guidance, mage hand, minor illusion 
  1st level-5th level (3 5th-level slots): blight, detect thoughts,   
    dissonant whispers, enervation, Evard's black tentacles, fear, 
    greater invisibility, hold monster, misty step, phantasmal force, 
    synaptic static
  1/day: circle of death
  Whispering Aura. At the start of each of the scarecrow's turns, each 
  creature of its choice within 5 feet of it must succeed on a DC 14 
  Wisdom saving throw or take 10 (3d6) psychic damage, provided 
  that the scarecrow isn't incapacitated.
  Actions
  Multiattack. The scarecrow makes two claw attacks and uses 
  Horrifying Glare.
  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 14 Wisdom saving throw or be frightened until the 
  end of the scarecrow's next turn.
  Horrifying 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 14 Wisdom saving throw or be
  magically frightened until the end of the scarecrow's next turn.
  The frightened target is paralyzed.  If the saving throw fails by 5 or 
  more, the creature's hit points drop to 0.
  Eldritch Scarecrow
  Medium construct, chaotic evil
  Armor Class 11
  Hit Points 66 (12d8 + 12)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
          11 (+0)      13 (+1)      12 (+1)      12 (+1)      12 (+1)       16 (+3)
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing, and slashing from
    nonmagical weapons
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened,
    paralyzed, poisoned, unconscious
  Skills Arcana +4, Deception +6, Perception +4
  Senses passive Perception 13
  Languages any languages it knew in life
  Challenge 6 (2,300 XP)
  Agonizing Blast. When the scarecrow casts eldritch blast, it adds its 
  Charisma modifier to the damage it deals on a hit.
  False Appearance. While the scarecrow remains motionless , it is 
  indistinguishable from an ordinary, inanimate scarecrow.
  Spellcasting. The scarecrow is an 11th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell 
  attacks). It regains its expended spell slots when it finishes a short or 
  Eldritch Scarecrow 
  The scarecrow is normally created by its animator after it has 
  summoned and bound an evil spirit to it.  But on very rare 
  occasions, the evil spirit summoned is that of a restless and 
  vengeful warlock or hag.  As soon as it is bound to the scarecrow, 
  it becomes an eldritch scarecrow, and it is free to do its will.  The 
  first thing it normally does is destroy its animator.  If the animator 
  is stronger, it will bide its time, acting as a normal scarecrow, until 
  it can have the upper hand, or escape.  As soon as the eldritch 
  scarecrow is free, it sets out and plans its revenge on those that 
  have slain it.
   
  
  245
  Chapter 1. Bestiary
  Shadow
  Greater Shadow
  Large undead, chaotic evil
  Armor Class 13
  Hit Points 57 (6d10 + 18)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
            8 (-1)        16 (+3)      17 (+3)        8 (-1)      12 (+1)       10 (+0)
  Skills Stealth +4 (+6 in dim light or darkness)
  Damage Vulnerabilities radiant
  Damage Resistances acid, cold, fire, lightning, thunder; 
    bludgeoning, piercing, and slashing from non magical weapons
  Damage Immunities necrotic, poison 
  Condition Immunities exhaustion, frightened , grappled,
  paralyzed, petrified, poisoned, prone, restrained 
  Senses darkvision 60 ft., passive Perception 10
  Languages -----
  Challenge 4 (1,100 XP)
  Amorphous. The shadow can move through a space as narrow as 1 
  inch wide without squeezing.
  Shadow Stealth. While in dim light or darkness, the shadow can 
  take the Hide action as a bonus action. 
  Shadow Step. While in dim light or darkness, the shadow can 
  teleport as a bonus action up to 60 feet to an unoccupied space it can 
  see that is also in dim light or darkness. It then has advantage on the 
  first melee attack it makes before the end of the turn.
  Sunlight Weakness. While in sunlight, the shadow has disadvantage 
  on attack rolls, ability checks, and saving throws.
  Actions
  Strength Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 17 (4d6 + 3) necrotic damage, and the target's Strength 
  score is reduced by 1d6. The target dies if this reduces its Strength 
  to 0. Otherwise, the reduction lasts until the target finishes a short or 
  long rest.
    If a non-evil humanoid dies from this attack, a new shadow rises 
  from the corpse 1d4 hours later. 
  Greater Shadow 
  A greater shadow is an even more malevolent and advanced 
  version of the standard shadow, having slain hundreds of victims 
  over the centuries since its creation.  
   
  
  246
  Chapter 1. Bestiary
  Shambling Mound
  Ancient Shambling Mound
  Huge plant, unaligned
  Armor Class 17 (natural armor)
  Hit Points 276 (24d12 + 18)
  Speed 30 ft., swim 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         22 (+6)         8 (-1)        20 (+5)        5 (-3)      12 (+1)         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 12 (8,400 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 17), and the shambling mound uses its Engulf on it. 
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 
  19 (3d8 + 6) 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 17 Constitution saving 
  throw at the start of each of the mound's turns or take 19 (3d8 + 6) 
  bludgeoning damage. If the mound moves, the engulfed target moves 
  with it. The mound can have up to two creatures engulfed at a time.
  Zuggtmoy-Touched Shambling 
  Mound
  Large plant, neutral evil
  Armor Class 16 (natural armor)
  Hit Points 190 (20d10 + 18)
  Speed 30 ft., swim 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         20 (+5)         8 (-1)        18 (+4)       5 (-3)        12 (+1)        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 9 (5,000 XP)
  Death Burst. The shambling mound explodes when it drops to 0 
  hit points. Each creature within 20 feet of it must succeed on a DC 
  15 Constitution saving throw or take 28 (8d6) poison damage and 
  become infected with a disease on a failed save. Creatures immune 
  to the poisoned condition are immune to this disease. 
    Spores invade an infected creature's system, killing the creature 
  in a number of hours equal to 1d12 + the creature's Constitution 
  score, unless the disease is removed. In half that time, the creature 
  becomes poisoned for the rest of the duration. After the creature 
  dies, it sprouts 2d4 Tiny gas spores that grow to full size in 7 days.
  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 17), and the shambling mound uses its Engulf on it. 
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 
  (2d8 + 5) bludgeoning damage plus 4 (1d8) poison 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 17 Constitution saving 
  throw at the start of each of the mound's turns or take 14 (2d8 + 
  5) bludgeoning damage plus 4 (1d8) poison damage. If the mound 
  moves, the engulfed target moves with it. The mound can have only 
  one creature engulfed at a time.
  Ancient 
  A shambling mound left unchecked to consume everything around 
  it will eventually grow into an ancient shambler, a huge monstrous 
  version of the shambling mound.
   
  Zuggtmoy-Touched 
  Zuggtmoy will sometimes instill her essence into a shambling 
  mound, thus infecting it with her spores.   This monster turns 
  evil, and its natural impulse is to find creatures to infect it with its 
  spores and poison.  
   
  
  247
  Chapter 1. Bestiary
  Shield Guardian
  Actions
  Multiattack. The shield guardian makes two fist attacks.  
  Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 
  (2d6 + 5) bludgeoning damage plus 3 (1d6) lightning damage. 
  Concussion Projectile (Recharges after a Long Rest). The shield 
  guardian shoots from its shoulder a magically-charged projectile that 
  explodes at a point it can see within 60 feet of it.  Each creature in a 
  10-foot-radius sphere centered on that point must succeed on a DC 
  17 Constitution saving throw. On a failed save, the target takes 18 
  (4d8) thunder damage and is stunned until the end of its next turn, 
  or half as much damage and isn't stunned on a successful one. 
  Flame Jets (Recharges after a Long Rest). The shield guardian 
  shoots searing flames from its fingertips in a 15-foot cone. Each 
  creature in that area must succeed on a DC 17 Dexterity saving 
  throw, taking 28 (8d6) fire damage on a failed save, or half as much 
  damage on a successful one.
  Shock Burst (Recharges after a Long Rest). Lightning erupts from 
  the shield guardian, striking creatures close to it. Each creature 
  within 5 feet of the shield guardian must succeed on a DC 17 
  Dexterity saving throw. On a failed save, the target takes 21 (6d6) 
  lightning damage, or half as much damage on a successful one.
  Reactions
  Force Field. When a creature makes an attack against the wearer of 
  the guardian's amulet, the guardian grants a +4 bonus to the wearer's 
  AC and saving throw if the guardian is within 5 feet of the wearer. 
  Self-Sacrifice (Recharge 5-6). When the wearer of the guardian's 
  amulet is hit by an attack, the shield guardian swaps places with 
  the wearer and is hit instead. To do so, the shield guardian must be 
  within 5 feet of the wearer.
  Runic Shield Guardian
  Large construct, unaligned
  Armor Class 19 (natural armor)
  Hit Points 210 (20d10 + 100)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
          20 (+5)      10 (+0)      20 (+5)        9 (-1)       12 (+1)        5 (-3)
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened,
    paralyzed, poisoned 
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
  Languages understands commands given in any language but
    can't speak
  Challenge 11 (7,200 XP)
  Bound. The shield guardian is magically bound to an amulet. As long 
  as the guardian and its amulet are on the same plane of existence, 
  the amulet's wearer can telepathically call the guardian to travel to 
  it, and the guardian knows the distance and direction to the amulet. 
  lfthe guardian is within 60 feet 0f the amulet's wearer, half of any 
  damage the wearer takes (rounded up) is transferred to the guardian.
  Regeneration. The shield guardian regains 12 hit points at the start 
  of its turn if it has at least 1 hit point. 
  Spell Storing. A spellcaster who wears the shield guardian's amulet 
  can cause the guardian to store one spell of 5th level or lower. To do 
  so, the wearer must cast the spell on the guardian. The spell has no 
  effect but is stored within the guardian. When commanded to do so 
  by the wearer or when a situation arises that was predefined by the 
  spellcaster, the guardian casts a stored spell with any parameters set 
  by the original caster, requiring no components. When the spell is 
  cast or a new spell is stored, any previously stored spell is lost.
  Runic Shield Guardian 
  The extremely rare runic shield guardian can only be created by 
  the most powerful and gifted of artificers and archmages.  It is a 
  more advanced version of the shield guardian, and has an array of 
  devastating abilities that it can use to help protect the wearer of 
  the guardian's amulet.
   
  
  248
  Chapter 1. Bestiary
  Skeletons
  Burning Skeleton
  Medium undead, lawful evil
  Armor Class 12
  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 fire, 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 1/2 (100 XP)
  Death Burst. The skeleton explodes when it drops to 0 hit points. 
  Each creature within 5 feet of it must succeed on a DC 12 Dexterity 
  saving throw or take 7 (2d6) fire damage.
  Heated Body. A creature that touches the skeleton or hits it with a 
  melee attack while within 5 feet of it takes 3 (1d6) fire damage.
  Heated Weapons. Any metal melee weapon the skeleton wields 
  deals an extra 3 (1d6) fire damage on a hit (included in the attack).
  Actions
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) fire damage.
  Hurl Flame. Ranged Spell Attack: +4 to hit, range 60 ft., one target. 
  Hit: 3 (1d6) fire damage. 
  Baneguard Skeleton
  Medium undead, lawful evil
  Armor Class 13 (armor scraps)
  Hit Points 26 (4d8 + 8)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      14 (+2)      15 (+2)        6 (-2)        12 (+1)        5 (-3)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 11
  Languages understands all languages it knew in life but
    can't speak
  Challenge 1 (200 XP)
  Innate Spellcasting. The skeleton's innate spellcasting ability is 
  Wisdom (spell save DC 11). The skeleton can innately cast the 
  following spells, requiring no spell components: 
  At will: magic missile (creates two missiles)
  3/day: blink
  Actions
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) slashing damage.
  Presented in this section are various types and archetypes of 
  skeletons.
  Baneguard
  Baneguards are skeletons animated by clerics of Bane to serve as 
  guards for Bane's temples and churches.  Some continue to haunt 
  the ruins of such places.  They are able to cast magic missiles and 
  blink effortlessly.
  Burning 
  Burning skeletons are animated skeletons that radiate 
  supernatural fire.  When destroyed, it explodes in a fiery burst 
  that can take its slayer with it.
  Decrepit 
  A decrepit skeleton is the animated remains of skeletons of very 
  poor condition, or an animated skeleton that has slowly rotted and 
  fallen into disrepair.
  Direguard
  Direguards are an advanced and more powerful version of the 
  baneguard.  They are animated by high level clerics of Bane. 
  
  249
  Chapter 1. Bestiary
  Decrepit Skeleton
  Medium undead, lawful evil
  Armor Class 12
  Hit Points 5 (1d8 + 1)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
            8 (-1)        12 (+1)      13 (+1)        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 1/8 (25 XP)
  Actions
  Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) piercing damage. 
  Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one 
  target. Hit: 4 (1d6 + 1) piercing damage.
  Direguard Skeleton
  Medium undead, lawful evil
  Armor Class 16 (armor scraps, shield)
  Hit Points 60 (8d8 + 24)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)      14 (+2)      16 (+3)        6 (-2)        13 (+1)        5 (-3)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses blindsight 60 ft., passive Perception 11
  Languages understands all languages it knew in life but
    can't speak
  Challenge 2 (450 XP)
  Battle Magic. When the skeleton casts a spell, it can make one 
  weapon attack as a bonus action.
  Innate Spellcasting. The skeleton's innate spellcasting ability is 
  Wisdom (spell save DC 11). The skeleton can innately cast the 
  following spells, requiring no spell components: 
  At will: magic missile (creates three missiles)
  3/day: blink
  Actions
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) slashing damage.
  
  250
  Chapter 1. Bestiary
  Skeleton Captain
  Medium undead, lawful evil
  Armor Class 17 (chain shirt, shield)
  Hit Points 39 (6d8 + 12)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          15 (+2)      14 (+2)      16 (+3)        8 (-1)       10 (+0)          7 (-2)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 10
  Languages understands all languages it knew in life but
    can't speak
  Challenge 1 (200 XP)
  Phalanx Formation. The skeleton has advantage on attack rolls and 
  Dexterity saving throws while standing within 5 feet of a skeleton 
  ally wielding a shield.
  Actions
  Multiattack. The skeleton makes two melee attacks or two ranged 
  attacks.
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) slashing damage. 
  Longbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage.
  Call to Attack. Up to three allied skeletons within 30 feet of this 
  skeleton that can see it can each use their reaction to make one 
  weapon attack.
  Skeleton Warrior
  Medium undead, lawful evil
  Armor Class 15 (armor scraps, shield)
  Hit Points 26 (4d8 + 8)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      14 (+2)      15 (+2)        6 (-1)         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 1/2 (100 XP)
  Phalanx Formation. The skeleton has advantage on attack rolls and 
  Dexterity saving throws while standing within 5 feet of a skeleton 
  ally wielding a shield.
  Actions
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) slashing damage. 
  Longbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage.
  Skeleton Knight
  Medium undead, lawful evil
  Armor Class 18 (plate)
  Hit Points 60 (8d8 + 16)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)      11 (+0)      16 (+3)        9 (-1)       11 (+0)       10 (+0)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 10
  Languages understands all languages it knew in life but
    can't speak
  Challenge 2 (450 XP)
  Turn Resistance. The skeleton has advantage on saving throws 
  against any effect that turns undead.
  Actions
  Multiattack. The skeleton makes two melee attacks.
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) slashing damage. 
  Lunging Strike. The skeleton moves 10 feet and makes one melee 
  weapon attack.
  Skeleton Champion
  Medium undead, lawful evil
  Armor Class 18 (plate)
  Hit Points 136 (16d8 + 64)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)      11 (+0)      18 (+4)      10 (+0)      12 (+1)      15 (+2)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 11
  Languages understands all languages it knew in life but
    can't speak
  Challenge 5 (1,800 XP)
  Indomitable (2/Day). The skeleton rerolls a failed saving throw.  It 
  must use the new roll.
  Spellcasting. The skeleton is a 10th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 13). It has the following paladin 
  spells prepared, and requires no spell components:
  1st level (4 slots): bane, hunter's mark, wrathful smite
  2nd level (3 slots): branding smite, hold person, misty step
  3rd level (2 slots): blinding smite, haste 
  Turn Resistance. The skeleton has advantage on saving throws 
  against any effect that turns undead.
  Actions
  Multiattack. The skeleton makes three melee attacks or uses 
  Lunging Strike.
  Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage. 
  Lunging Strike. The skeleton moves 10 feet and makes two melee 
  attacks.
  
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  Megaraptor Skeleton
  Large undead, unaligned
  Armor Class 13 (natural armor) 
  Hit Points 51 (6d10 + 18)
  Speed 50 ft.
  STR           DEX           CON           INT           WIS           CHA 
         19 (+4)      17 (+3)       17 (+3)       1 (-5)        12 (+1)        2 (-4)
   
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 11
  Languages -----
  Challenge 2 (450 XP)
  Pounce. If the skeleton moves at least 20 feet straight toward 
  a creature and then hits it with a claw attack on the same turn, 
  that target must succeed on a DC 14 Strength saving throw or be 
  knocked prone. If the target is prone, the skeleton can make one bite 
  attack against it as a bonus action.
  Actions
  Multiattack. The skeleton makes three attacks: one with its bite and 
  two with its claws.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 
  (1d10 + 4) piercing Damage. .
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 
  (1d10 + 4) slashing damage. 
  Wolf Skeleton
  Large undead, unaligned
  Armor Class 14 (natural armor) 
  Hit Points 11 (2d8 + 1)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         12 (+1)      17 (+3)       12 (+1)       1 (-5)        12 (+1)        2 (-4)
   
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 11
  Languages -----
  Challenge 1/4 (50 XP)
  Pack Tactics. The skeleton has advantage on attack rolls against a 
  creature if at least one of the skeleton's allies is within 5 feet of the 
  creature and the ally isn't incapacitated.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 8 (2d4 + 3) piercing Damage. If the target is a creature, it must 
  succeed on a DC 11 Strength saving throw or be knocked prone
  Tyrannosaurus Skeleton
  Huge undead, unaligned
  Armor Class 13 (natural armor) 
  Hit Points 136 (13d12 + 52)
  Speed 50 ft.
  STR           DEX           CON           INT           WIS           CHA 
         25 (+7)      12 (+1)       19 (+4)       1 (-5)        12 (+1)        5 (-3)
   
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 11
  Languages -----
  Challenge 5 (1,800 XP)
  Pounce. If the skeleton moves at least 20 feet straight toward 
  a creature and then hits it with a claw attack on the same turn, 
  that target must succeed on a DC 14 Strength saving throw or be 
  knocked prone. If the target is prone, the skeleton can make one bite 
  attack against it as a bonus action.
  Actions
  Multiattack. The skeleton makes two attacks: one with its bite and 
  one with it s 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 can't bite 
  another target.
  Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 
  Hit: 20 (3d8 + 7) bludgeoning damage. 
  
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  Adult Dragon Skeleton
  Huge undead, lawful evil
  Armor Class 20 (natural armor)
  Hit Points 207 (28d12 + 90)
  Speed 40 ft., swim 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         23 (+6)      14 (+2)       21 (+5)     14 (+2)      15 (+2)       13 (+1)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 12
  Languages understands Common, Dragonic but can't speak
  Challenge 10 (5,900 XP)
  Actions
  Multiattack. The skeleton can use its Frightful Presence.  It then 
  makes three attacks: one with its bite and two with its claws.  
  Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. 
  Hit: 17 (2d10 + 6) piercing damage.
  Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 
  Hit: 13 (2d6 + 6) slashing damage.
  Tail. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. 
  Hit: 15 (2d8 + 6) bludgeoning damage.
  Frightful Presence. Each creature of the skeleton's choice that is 
  within 120 feet of the skeleton and aware of it must succeed on a 
  DC 13 Wisdom saving throw or become frightened for 1 minute. A 
  creature can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. If a creature's saving throw 
  is successful or the effect ends for it, the creature is immune to the 
  skeleton's Frightful Presence for the next 24 hours.
  Legendary Actions
  The skeleton can take three 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 skeleton 
  regains spent legendary actions at the start of its turn.
  Detect. The skeleton makes a Wisdom (Perception) check.
  Tail Attack. The skeleton makes a tail attack
  Wing Attack (Costs 2 Actions). The skeleton swings and strikes 
  with its skeletal appendages that used to hold its wing membrane.  
  Each creature within 15 feet of the skeleton must succeed on a DC 
  18 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage.
   
  Ancient Dragon Skeleton
  Gargantuan undead, lawful evil
  Armor Class 22 (natural armor)
  Hit Points 385 (22d20 + 154)
  Speed 40 ft., swim 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         27 (+8)      14 (+2)       25 (+7)     16 (+3)      17 (+3)       15 (+2)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 13
  Languages understands Common, Dragonic but can't speak
  Challenge 15 (13,000 XP)
  Actions
  Multiattack. The skeleton can use its Frightful Presence.  It then 
  makes three attacks: one with its bite and two with its claws.  
  Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. 
  Hit: 19 (2d10 + 8) piercing damage.
  Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 
  Hit: 15 (2d6 + 8) slashing damage.
  Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. 
  Hit: 17 (2d8 + 8) bludgeoning damage.
  Frightful Presence. Each creature of the skeleton's choice that is 
  within 120 feet of the skeleton and aware of it must succeed on a 
  DC 15 Wisdom saving throw or become frightened for 1 minute. A 
  creature can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. If a creature's saving throw 
  is successful or the effect ends for it, the creature is immune to the 
  skeleton's Frightful Presence for the next 24 hours.
  Legendary Actions
  The skeleton can take three 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 skeleton 
  regains spent legendary actions at the start of its turn.
  Detect. The skeleton makes a Wisdom (Perception) check.
  Tail Attack. The skeleton makes a tail attack
  Wing Attack (Costs 2 Actions). The skeleton swings and strikes 
  with its skeletal appendages that used to hold its wing membrane.  
  Each creature within 15 feet of the skeleton must succeed on a DC 
  21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage.
   
  
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  Actions
  Multiattack. The skeleton makes three attacks: one with its bite and 
  two with its claws.  
  Bite. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. 
  Hit: 15 (2d10 + 4) piercing damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage.
  Young Dragon Skeleton
  Large undead, lawful evil
  Armor Class 19 (natural armor)
  Hit Points 136 (16d10 + 48)
  Speed 40 ft., swim 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         19 (+4)      14 (+2)       17 (+3)     12 (+1)      13 (+1)       11 (+0)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 11
  Languages understands Common, Dragonic but can't speak
  Challenge 5 (1,800 XP)
  
  254
  Chapter 1. Bestiary
  Ettin Skeleton
  Large undead, lawful evil
  Armor Class 13 (natural armor)
  Hit Points 85 (10d10 + 30)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
          21 (+5)      10 (+0)      17 (+3)        2 (-4)       10 (+0)        4 (-3)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 8
  Languages understands Common, Giant but can't speak
  Challenge 3 (700 XP)
  Two Heads. The ettin has advantage on Wisdom (Perception) checks 
  and on saving throws against being blinded, charmed, deafened, 
  frightened, stunned, and knocked unconscious.
  Actions
  Multiattack. The ettin makes two attacks: one with its battleaxe and 
  one with its morningstar. 
  Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 + 5) slashing damage. 
  Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 + 5) piercing damage. 
  Bugbear Skeleton
  Medium humanoid (goblinoid), chaotic evil
  Armor Class 16 (hide armor, shield)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         15 (+2)      16 (+3)       13 (+1)        4 (-3)      11 (+0)         5 (-3)
  Senses darkvision 60 ft., passive Perception 12
  Languages understands Common, Goblin but can't speak 
  Challenge 1 (200 XP)
  Brute. A melee weapon deals one extra die of its damage when the 
  skeleton hits with it (included in the attack).
  Actions
  Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 11 (2d8 + 2) slashing damage.
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in 
  melee or 5 (1d6 + 2) piercing damage at range.
  Fire Giant Skeleton
  Huge undead, lawful evil
  Armor Class 18 (plate)
  Hit Points 162 (13d12 + 78)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          25 (+7)      11 (+0)       23 (+6)       6 (-2)       14 (+2)        9 (-1)
  Damage Vulnerabilities bludgeoning
  Damage Immunities fire, poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 12
  Languages understands Giant but can't speak
  Challenge 7 (2,900 XP)
  Actions
  Multiattack. The giant makes two greatsword attacks. 
  Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 28 (6d6 + 7) slashing damage. 
  Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one 
  target. Hit: 29 (4d10 + 7) bludgeoning damage. 
  
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  Chapter 1. Bestiary
  Hobgoblin Skeleton
  Medium undead, lawful evil
  Armor Class 18 (chain mail, shield)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          13 (+1)      14 (+2)       12 (+1)       6 (-2)       10 (+0)        5 (-1)
  Senses darkvision 60 ft., passive Perception 10
  Languages understands Common, Goblin but can't speak 
  Challenge 1/2 (100 XP)
  Martial Advantage (1/Turn). The skeleton can deal an extra 7 
  (2d6) damage to a creature it hits with a weapon attack if that 
  creature is within 5 feet of an ally of the skeleton and that ally isn't 
  incapacitated.
  Actions
  Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
  Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if 
  used with two hands.
  Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one 
  target. Hit: 5 (1d8 + 1) piercing damage.
  Frost Giant Skeleton
  Huge undead, lawful evil
  Armor Class 16 (patchwork armor)
  Hit Points 138 (12d12 + 60)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
          23 (+6)      11 (+0)      21 (+5)        5 (-3)       10 (+0)         8 (-1)
  Damage Vulnerabilities bludgeoning
  Damage Immunities cold, poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 10
  Languages understands Giant but can't speak
  Challenge 6 (2,300 XP)
  Actions
  Multiattack. The giant makes two greataxe attacks. 
  Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 25 (3d12 + 6) slashing damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. 
  Hit: 28 (4d10 + 6) bludgeoning damage. 
  Goblin Skeleton
  Small undead, chaotic evil
  Armor Class 16 (leather armor, shield)
  Hit Points 7 (2d6)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
            8 (-1)        16 (+3)      10 (+0)        6 (-2)         8 (-1)         8 (-1)
  Senses darkvision 60 ft., passive Perception 9
  Languages understands Common, Goblin but can't speak 
  Challenge 1/4 (50 XP)
  Nimble Escape. The skeleton can take the Disengage or Hide action 
  as a bonus action on each of its turns.
  Actions
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage. 
  Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage. 
  Gnoll Skeleton
  Medium undead, lawful evil
  Armor Class 16 (hide armor, shield)
  Hit Points 22 (5d8)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      14 (+2)       11 (+0)       2 (-4)       10 (+0)        3 (-4)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 10
  Languages understands Gnoll but can't speak
  Challenge 1/2 (100 XP)
  Rampage. When the skeleton reduces a creature to 0 hit points with 
  a melee attack on its turn, the skeleton can take a bonus action to 
  move up to half its speed and make a bite attack.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage. 
  Spear. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing 
  damage if used with two hands to make a melee attack.
  Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one 
  creature. Hit: 5 (1d8 + 1) piercing damage. 
  
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  Chapter 1. Bestiary
  Ogre Skeleton
  Large undead, lawful evil
  Armor Class 12 (hide armor)
  Hit Points 59 (7d10 + 21)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
          19 (+4)      10 (+0)      16 (+3)        1 (-5)         7 (-2)          3 (-4)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 8
  Languages understands Common, Giant but can't speak
  Challenge 2 (450 XP)
  Actions
  Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) bludgeoning damage. 
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
  Orc Skeleton
  Medium undead, lawful evil
  Armor Class 14 (hide armor)
  Hit Points 15 (2d8 + 6)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)      14 (+2)       16 (+3)       2 (-4)       11 (+0)       10 (+0)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 10
  Languages understands Common, Orc but can't speak
  Challenge 1/2 (100 XP)
  Aggressive. As a bonus action, the skeleton can move up to its speed 
  toward a hostile creature 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 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Hill Giant Skeleton
  Huge undead, lawful evil
  Armor Class 14 (natural armor)
  Hit Points 105 (10d12 + 40)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
          21 (+5)      10 (+0)       19 (+4)       1 (-5)          9 (-1)         2 (-2)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 9
  Languages understands Giant but can't speak
  Challenge 4 (1,100 XP)
  Actions
  Multiattack. The giant makes two greatclub attacks. 
  Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 18 (3d8 + 5) slashing damage. 
  Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. 
  Hit: 21 (3d10 + 5) bludgeoning damage. 
  
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  Chapter 1. Bestiary
  Slaadi
  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.  
  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.  If both claw attacks hit the same creature, the target 
  takes an extra 7 (2d6) slashing damage and must succeed on a DC 
  19 Constitution saving throw or be stunned until the end of its next 
  turn.
  Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 13 (2d6 + 6) piercing damage plus 7 (2d6) acid damage.
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) acid damage.
  Acid Spittle. Ranged Weapon Attack: +10 to hit, range 60 ft., one 
  target. Hit: 21 (6d6) acid damage plus 10 (3d6) acid damage at the 
  end of the target's next turn.  Miss: 10 (3d6) acid damage.
  White Slaad
  Large aberration, chaotic evil
  Armor Class 19 (natural armor)
  Hit Points 209 (22d10 + 88)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         22 (+6)      16 (+3)       19 (+4)     16 (+3)      12 (+1)       18 (+4)
  Skills Arcana +7, Perception +8
  Damage Resistances acid, cold, fire, lightning, thunder 
  Senses blindsight 60 ft., darkv22ision 60 ft., passive Perception 18
  Languages Slaad, telepathy 6 
  Challenge 13 (10,000 XP)
  Innate Spellcasting. The slaad's innate spellcasting ability is 
  Charisma (spell save DC 19). The slaad can innately cast the 
  following spells, without providing material components:
  At will: detect magic, detect thoughts, invisibility (self only), 
    mage hand, major image
  3/day each: dispel magic, fear, greater invisibility, fireball, fly, tongues
  1/day each: cloudkill, finger of death, plane shift, power word stun
  Shapechanger. The slaad can use its action to polymorph into a 
  Small or Medium humanoid, or back into its true form. Its statistics, 
  White Slaad 
  When a death slaad matures to a certain age, it retreats and 
  hibernates.  During this period, it slowly metamorphosizes into a 
  the fearsome white slaad.  This creature is a far more advanced 
  and deadlier version of the death slaad, stronger physically and 
  able to cast far more powerful spells.
   
  Black Slaad 
  The final state of the slaadi evolution is the dreaded black slaad, 
  which is what the white slaad transforms into after a century.  It 
  is  a powerful chaotic being with an array of deadly abilities and 
  spells.
   
  
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  Chapter 1. Bestiary
  Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 
  Hit: 16 (2d8 + 7) slashing damage plus 7 (2d6) necrotic damage.
  Chaos Spittle. Ranged Weapon Attack: +12 to hit, range 60 ft., one 
  target. Hit: Roll 1d8 to determine which effect happens:
  1. The target takes 10d6 tire damage on a failed save. or half as 
       much damage on a successful one.
  2. The target takes 10d6 acid damage on a failed save. or half as 
       much damage on a successful one.
  3. The target takes 10d6 lightning damage on a failed save. or half as 
       much damage on a successful one.
  4. The target takes 10d6 poison damage on a failed save. or half as 
       much damage on a successful one.
  5. The target takes 10d6 cold damage on a failed save, or half as 
       much damage on a successful one. 
  6. On a failed save. the target is restrained. lt must then make 
       a Constitution saving throw at the end of each of its turns. If it 
       successfully saves three times. the spell ends. If it fails its save 
       three times, it permanently turns to stone and is subjected to 
       the petritied condition. The successes and failures don't need to 
       be consecutive; keep track of both until the target collects three of 
       a kind.
  7. On a failed save, the target is blinded. lt must then make a Wisdom 
       saving throw at the start of the slaad's next turn. A successful save 
       ends the blindness. lf it fails that save, the creature is transported 
       to another plane of existence of the DM's choosing and is no  
   
       longer blinded. (Typically, a creature that is on a plane that isn't its   
       home plane is banished home. while other creatures are usually 
       cast into the Astral or Ethereal planes.)
  8.  Two effects.  Roll twice more, rerolling any 8.
  Legendary Actions
  The slaad can take three 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 slaad regains 
  spent legendary actions at the start of its turn.
  Tongue. The slaad makes a tongue attack.
  Move. The slaad moves up to half its speed without provoking 
    opportunity attacks.
  Chaos Spittle (Costs 2 Actions). The slaad makes an acid spittle 
    attack.
  Cast a Spell (Costs 2 Actions). The slaad casts a spell from its list of 
  innate spells, using a spell slot as normal.
   
  Black Slaad
  Large aberration, chaotic evil
  Armor Class 20 (natural armor)
  Hit Points 276 (24d10 + 105)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         24 (+7)      16 (+3)       22 (+6)     16 (+3)      12 (+1)       18 (+4)
  Skills Arcana +7, Perception +8
  Damage Resistances acid, cold, fire, lightning, thunder 
  Senses blindsight 60 ft., darkvision 60 ft., passive Perception 18
  Languages Slaad, telepathy 6 
  Challenge 18 (20,000 XP)
  Innate Spellcasting. The slaad's innate spellcasting ability is 
  Charisma (spell save DC 19). The planetar can innately cast the 
  following spells, without providing material components:
  At will: detect magic, detect thoughts, invisibility (self only), 
    mage hand, major Image
  3/day each: circle of death, dispel magic, fear, fly, tongues
  1/day each: finger of death, plane shift, maddening darkness, power 
    word kill
  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.  
  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 tongue and 
  two with its claws.  If both claw attacks hit the same creature, the 
  target takes 9 (2d8) slashing damage and must succeed on a DC 
  21 Constitution saving throw or be stunned until the end of its next 
  turn.
  Tongue. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. 
  Hit: 16 (2d8 + 7) piercing damage plus 7 (2d6) necrotic damage.
  
  259
  Chapter 1. Bestiary
  Dread Spectre
  Large undead, chaotic evil
  Armor Class 13
  Hit Points 75 (10d10 + 20)
  Speed 0 ft., fly 50 ft. (hover)
  STR           DEX           CON           INT           WIS           CHA 
           1 (-5)        16 (+3)       15 (+2)     12 (+1)      12 (+1)      16 (+3)
  Damage Resistances acid, cold, fire, lightning; bludgeoning,
    piercing, and slashing from nonmagical weapons
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, grappled, 
    paralyzed, petrified, poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 11
  Languages any languages it knew in life 
  Challenge 5 (1,800 XP)
  Aura of Dread. A creature hostile to the spectre that starts its turn 
  within 20 feet of the spectre must succeed on a DC 17 Wisdom 
  saving throw, unless the spectre is incapacitated. On a failed 
  save, the target is frightened until the start of its next turn. While 
  frightened in this way, the target can't perform any actions except 
  move up to half its speed. If a creature's saving throw is successful, 
  the creature is immune to the spectre's Aura of Dread for the next 24 
  hours. 
  Incorporeal Movement. The spectre can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if she ends her turn inside an object.
  Sunlight Sensitivity. While in sunlight, the specter has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that rely 
  on sight. 
  Actions
  Life Drain. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. 
  Hit:  Hit: 24 (6d6 + 3) 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 creature finishes a long rest. The target dies if this 
  effect reduces its hit point maximum to 0. 
  Spectre
  Dread Spectre 
  The dread spectre is a larger and more terrifying version of the 
  spectre.  It perpetually radiates an aura of dread that only a few 
  can resist.
   
  
  260
  Chapter 1. Bestiary
  Hieracosphinx
  Large magical beast, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 145 (17d10 + 51)
  Speed 40 ft., fly 60 ft.
  STR           DEX           CON           INT           WIS           CHA 
          20 (+5)       16 (+3)     16 (+3)        6 (-2)      16 (+3)       12 (+1)
  Skills Perception +11, Survival +7, Stealth +7
  Damage Resistances bludgeoning, piercing, and slashing from  
    nonmagical weapons
  Damage Immunities psychic
  Condition Immunities charmed, frightened
  Senses truesight 120 ft., passive Perception 21
  Languages Common, Sphinx 
  Challenge 9 (5,000 XP)
  Dive Attack.  If the sphinx is flying and dives at least 30 feet straight 
  toward a target and then hits it with a melee weapon attack, the 
  attack deals an extra 9 (2d8) damage to the target.
  Inscrutable. The sphinx is immune to any effect that would sense 
  its emotions or read its thoughts, as well as any divination spell that 
  it refuses. Wisdom (Insight) checks made to ascertain the sphinx's 
  intentions or sincerity have disadvantage.
  Keen Sight. The sphinx has advantage on Wisdom (Perception)
  checks that rely on sight. 
  Magic Weapons. The sphinx's weapon attacks are magical. 
  Actions
  Multiattack. The sphinx makes two attacks: one with its beak and 
  one with its claws.  If both claw attacks hit the same creature, the 
  target takes an extra 9 (2d8) slashing damage. 
  Beak. Melee Weapon Attack: +9 to hit, reach 5 ft.,  one target. 
  Hit: 12 (2d6 + 5) percing damage.  
  Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 
  14 (2d8 + 5) slashing damage.  
  Stunning Screech (Recharge 5-6). As a bonus action, the sphinx 
  emits a shrill, earsplitting screech. Each creature within 60 feet 
  of the sphinx and able to hear the screech succeed on a DC 15 
  Constitution saving throw or be stunned until the end of its next turn.
  Sphinx
  Criosphinx
  Large magical beast, neutral
  Armor Class 17 (natural armor)
  Hit Points 171 (18d10 + 51)
  Speed 40 ft., fly 60 ft.
  STR           DEX           CON           INT           WIS           CHA 
          22 (+6)      16 (+3)       18 (+4)     10 (+0)      12 (+1)      11 (+0)
  Skills Athletics +10, Perception +5
  Damage Resistances bludgeoning, piercing, and slashing from  
    nonmagical weapons
  Damage Immunities psychic
  Condition Immunities charmed, frightened
  Senses truesight 120 ft., passive Perception 15
  Languages Common, Sphinx 
  Challenge 11 (7,200 XP)
  Diving Charge. If the sphinx is flying and dives least 20 feet straight 
  toward a target and then hits it with a gore attack on the same turn, 
  the target takes an extra 17 (2d10 + 6) piercing damage. If the target 
  is a creature, it must succeed on a DC 18 Strength or knocked 
  prone.  If the target's saving throw fails by 5 or more, the target is 
  also stunned until the end of its next turn.
  Inscrutable. The sphinx is immune to any effect that would sense 
  its emotions or read its thoughts, as well as any divination spell that 
  it refuses. Wisdom (Insight) checks made to ascertain the sphinx's 
  intentions or sincerity have disadvantage.
  Magic Weapons. The sphinx's weapon attacks are magical. 
  Actions
  Multiattack. The sphinx makes two attacks: two with its claws and 
  one to gore.  If both claw attacks hit the same creature, the target 
  takes an extra 9 (2d8) slashing damage. 
  Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 
  15 (2d8 + 6) slashing damage.  
  Gore. Melee Weapon Attack: +10 to hit, reach 5 ft.,  one target. 
  Hit: 17 (2d10 + 6) percing damage.  
  Goring Rush (Recharge 5-6). The sphinx moves up to its speed 
  in a straight line. During this move, it can enter Large or smaller 
  creatures' spaces. A creature whose space the sphinx enters must 
  succeed on a DC 18 Dexterity saving throw. On a successful save, 
  the creature is pushed 5 feet to the nearest space out of the sphinx's 
  path. On a failed save, the creature takes 17 (2d10 + 6) bludgeoning 
  damage and falls prone. If the sphinx remains in the prone creature's 
  space, the creature is also restrained until it's no longer in the same 
  space as the sphinx. While restrained in this way, the creature, or 
  another creature within 5 feet of it, can make a DC 18 Strength 
  check. On a success, the creature is shunted to an unoccupied space 
  of its choice within 5 feet of the sphinx and is no longer restrained.
  Criosphinx 
  The criosphinx is an ill-tempered and ill-mannered ram-headed 
  sphinx whose only objective is to become the alpha of its territory.  
  It spends most of its time driving off other male sphinxes and 
  hunting for a gynosphinx to mate with.
   
  Hieracosphinx 
  The hieracosphinx is an evil, self-serving falcon or hawk-headed 
  sphinx.  They are least intelligent of the sphinxes and spend most 
  of their time competing against the criosphinx to mate with a 
  gynosphinx.
   
  
  261
  Chapter 1. Bestiary
  Sprites
  Sprite Keeper of the Grove
  Tiny fey, neutral good
  Armor Class 15 (leather armor)
  Hit Points 45 (10d4 + 20)
  Speed 10 ft., fly 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
            3 (-4)        18 (+4)      14 (+2)     14 (+2)      17 (+3)       11 (+0)
  Skills Perception +5, Stealth +8, Survival +5 
  Senses passive Perception 14
  Languages Common, Elvish, Sylvan
  Challenge 3 (700 XP)
  Spellcasting. The sprite is a 10th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It 
  has the following druid spells prepared:
  Cantrips (at will): druidcraft, guidance, poison spray, thorn whip
  1st level (4 slots): animal friendship, cure wounds, entangle, 
    thunderwave 
  2nd level (3 slots): healing spirit, moonbeam, pass without trace
  3rd level (3 slots): call lightning, wind wall
  4th level (3 slots): confusion, hallucinatory terrain
  5th level (2 slot): insect plague, wrath of nature
  Actions
  Sickle. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 
  Hit: 1 slashing damage.  
  Shortbow. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 1 piercing damage, and the target must succeed on a DC 
  10 Constitution saving throw or become poisoned for l minute. 
  If its saving throw result is 5 or lower, the poisoned target falls 
  unconscious for the same duration, or until it takes damage or 
  another creature takes an action to shake it awake.  
  Heart Sight. The sprite touches a creature and magically knows 
  the creature's current emotional state. If the target fails a DC 
  l0 Charisma saving throw, the sprite also knows the creature's  
  alignment. Celestials, fiends, and undead automatically fail the 
  saving throw.
  Invisibility. The sprite magically turns invisible until it attacks or 
  casts a spell, or until its concentration ends (as if concentrating on a 
  spell). Any equipment the sprite wears or carries is invisible with it.
  Sprite Warden of the Grove
  Tiny fey, neutral good
  Armor Class 16 (leather armor)
  Hit Points 32 (9d4 + 9)
  Speed 10 ft., fly 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
            3 (-4)        20 (+5)      12 (+1)     14 (+2)      14 (+2)       11 (+0)
  Skills Perception +4, Stealth +9, Survival +4
  Senses passive Perception 14
  Languages Common, Elvish, Sylvan
  Challenge 2 (450 XP)
  Spellcasting. The sprite is a 9th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 12). It has the following ranger 
  spells prepared:
  1st level (4 slots): ensnaring strike, hunter's mark 
  2nd level (3 slots): animal messenger, spike growth
  3rd level (2 slots): conjure barrage, lightning arrow
  Slay Foe (1/Turn). The sprite deals an extra 9 (2d8) damage with its 
  weapon attack if it hits a creature that doesn't have all its hit points
  Actions
  Multiattack. The sprite makes two melee attacks or two ranged 
  attacks. 
  Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 1 slashing damage.  
  Shortbow. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 1 piercing damage, and the target must succeed on a DC 
  10 Constitution saving throw or become poisoned for l minute. 
  If its saving throw result is 5 or lower, the poisoned target falls 
  unconscious for the same duration, or until it takes damage or 
  another creature takes an action to shake it awake.  
  Heart Sight. The sprite touches a creature and magically knows 
  the creature's current emotional state. If the target fails a DC 
  l0 Charisma saving throw, the sprite also knows the creature's  
  alignment. Celestials, fiends, and undead automatically fail the 
  saving throw.
  Invisibility. The sprite magically turns invisible until it attacks or 
  casts a spell, or until its concentration ends (as if concentrating on a 
  spell). Any equipment the sprite wears or carries is invisible with it.
  Keeper of the Grove 
  The keeper of the grove is a sprite with druidic abilities.  It is 
  normally the overall leader of its community.
   
  Warden of the Grove 
  The warden of the grove is the primary defender of its community, 
  and leads other sprites to fight if needed.
   
  
  262
  Chapter 1. Bestiary
  Stirges
  Shadow Stirge
  Tiny beast, unaligned
  Armor Class 15 (natural armor)
  Hit Points 3 (1d4 + 1)
  Speed 10 ft., fly 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
            4 (-3)        18 (+4)      12 (+1)        2 (-4)         8 (-1)          6 (-2)
  Skills Stealth +7 
  Senses darkvision 60 ft., passive Perception 9
  Languages -----
  Challenge 1/4 (50 XP)
  Anesthetic Proboscis. If the stirge hits a creature with its blood 
  drain attack without being detected, the target will not notice 
  the damage and the stirge can remain attached.  This requires a 
  successful Dexterity (Stealth) check against the target's Wisdom 
  (Perception), rolled secretly by the DM.  
  Shadow Stealth. While in dim light or darkness, the stirge can take 
  the Hide action as a bonus action. 
  Actions
  Blood Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 6 (1d4 + 4) 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 6 (1d4 + 4) 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.
  Swarm of Stirges
  Medium swarm of Tiny beasts, unaligned
  Armor Class 14 (natural armor)
  Hit Points 36 (8d8)
  Speed 10 ft., fly 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
            8 (-1)        16 (+3)      11 (+0)        3 (-4)         8 (-1)          6 (-2)
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, paralyzed, petrified, 
    prone, restrained, stunned 
  Senses darkvision 60 ft., passive Perception 9
  Languages -----
  Challenge 3 (700 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 claw. The swarm can't regain hit points or gain
  temporary hit points. 
  Actions
  Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one target 
  in the swarm's space. Hit: 23 (8d4 + 3) piercing damage, and the 
  swarm attaches to the target. While attached, the swarm doesn't 
  attack. Instead, at the start of each of the swarm's turns, the target 
  loses 23 (8d4 + 3) hit points due to blood loss. 
    The swarm can detach itself by spending 5 feet of its movement. It 
  does so after it drains 80 hit points of blood from the target or the 
  target dies. A creature, including the target, can use its action to try 
  to detach the swarm by succeeding in a DC 13 Strength check.
  Shadow Stirge 
  A stirge that has been corrupted by an essence of the Shadowfell 
  becomes a shadow stirge.  It takes advantage of its shadow stealth 
  feature and anesthetic proboscis to to drain blood from its victims 
  without getting noticed.
   
  Swarm of Stirges 
  A swarm of stirges act like a school of deadly piranha.  Once they 
  detect the scent of blood, they are drawn to it and swarm the 
  victim, sucking its blood until none is left.
   
  
  263
  Chapter 1. Bestiary
  Succubus
  two don't even need to be on the same plane of existence.
  Dark Whispers. The fiend can use a bonus action on its turn to 
  target one creature within 30 feet of it. If the target can hear the 
  fiend, the target must succeed on a DC 17 Charisma saving throw or 
  be frightened for 1 minute.  While frightened in this way, a creature 
  must take the Dash action and move away from the fiend by the 
  safest available route on each of its turns, unless there is nowhere to 
  move, in which case it needn't take the Dash action. If the creature 
  ends its turn in a location where it doesn't have line of sight to the 
  fiend, the creature can repeat the saving throw. On a success, the 
  effect ends. 
  Psychic Blades (3/day). The fiend deals an extra 17 (5d6) damage 
  when it hits a target with a weapon attack. 
  Actions
  Claw (Fiend Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 7 (1d6 + 4) slashing damage.   
  Charm. One humanoid the fiend can see within 30 feet of it must 
  succeed on a DC 17 Wisdom saving throw or be magically charmed 
  for 1 day. The charmed target obeys the fiend's verbal or telepathic 
  commands. If the target suffers any harm or receives a suicidal 
  command, it can repeat the saving throw, ending the effect on a 
  success. If the target successfully saves against the effect, or if the 
  effect on it ends, the target is immune to this fiend's Charm for the 
  next 24 hours. The fiend can have only one target charmed at a time. 
  If it charms another, the effect on the previou s target ends. 
  Draining Kiss. The fiend kisses a creature charmed by it or a willing 
  creature. The target must make a DC 17 Constitution saving throw 
  against this magic, taking 32 (5d10 + 5) psychic damage on a failed 
  save, or half as much damage on a successful one. The target's 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.
  Etherealness. The fiend magically enters the Ethereal Plane from 
  the Material Plane, or vice versa.
  Succubus Dark Whisperer
  Medium fiend (shapechanger), chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 83 (15d8 + 15)
  Speed 30 ft., fly 60 ft.
  STR           DEX           CON           INT           WIS           CHA 
           8 (-1)         19 (+4)       13 (+1)     15 (+2)     12 (+1)      20 (+5)
  Saving Throws Dex + , Wis +11, Cha +13 
  Skills Deception +9, Insight +5, Perception +5, Persuasion +9, 
    Stealth +7 
  Damage Resistances cold, fire, lightning, poison; bludgeoning, 
    piercing, and slashing from nonmagical weapons
  Senses darkvision 60 ft., passive Perception 15
  Languages Abyssal, Common, Infernal, telepathy 60 ft. 
  Challenge 7 (2,900 XP)
  Shapechanger. The fiend can use its action to polymorph into a 
  Small or Medium humanoid, or back into its true form. Without 
  wings, the fiend loses its flying speed. Other than its size and speed, 
  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.
  Spellcasting. The fiend is a 11th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 17). It has the following bard 
  spells prepared:
  Cantrips (at will): friends, minor illusion, prestidigitation,
    vicious mockery
  1st level (4 slots): charm person, healing word, dissonant whispers, 
    thunderwave 
  2nd level (3 slots): enthrall, hold person
  3rd level (3 slots): fear, fireball, major image
  4th level (3 slots): confusion, greater invisibility, polymorph
  5th level (2 slots): destructive wave, dominate person
  6th level (1 slot): mass suggestion 
  Telepathic Bond. The fiend ignores the range restriction on its 
  telepathy when communicating with a creature it has charmed. The 
  Dark Whisperer 
  This succubus secretly learned the bardic arts from the College 
  of Whispers to supplement and enhance their arcane abilities of 
  manipulation and mind control.
   
  
  264
  Chapter 1. Bestiary
  Tarrasque
  Tarrasque (Variant)
  Medium fiend (shapechanger), chaotic evil
  Armor Class 25 (natural armor)
  Hit Points 676 (33d20  + 330 )
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
         30 (+10)    11 (+0)      30 (+10)      3 (-4)       11 (+0)       11 (+0)
  Saving Throws Int +5, Wis +9, Cha +9 
  Damage Immunities fire, poison; bludgeoning, piercing, and 
    slashing from nonmagical weapons
  Condition Immunities charmed, frightened, paralyzed, poisoned 
  Senses blindsight 120 ft., passive Perception 10
  Languages ----- 
  Challenge 30 (155,000 XP)
  Legendary Resistance (3/Day). If the tarrasque fail s a saving throw, 
  it can choose to succeed instead.
  Magic Resistance. The tarrasque has advantage on saving throws 
  against spells and other magical effects. 
  Reflective Carapace. Any time the tarrasque is targeted by a magic 
  missile spell, a line spell, or a spell that requires a ranged attack 
  roll, roll a d6. On a 1 to 5, the tarrasque is unaffected.  On a 6, the 
  tarrasque is unaffected, and the effect is reflected back at the caster 
  as though it originated from the tarrasque, turning the caster into the 
  target.
  Siege Monster. The tarrasque deals double damage to objects and 
  structures. 
  Actions
  Multiattack. The tarrasque can use its Frightful Presence. It then 
  makes five attacks: one with its bite, two with its claws, one with its 
  horns, and one with its tail. It can use its Swallow instead of its bite. 
  Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 
  Hit: 36 (4d12 + 10) piercing damage.  If the target is a creature, it 
  is grappled (escape DC 20). Until this grapple ends, the target is 
  restrained, and the tarrasque can't bite another target. 
  Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. 
  Hit: 28 (4d8 + 10) slashing damage.  
  Horns. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 
  Hit: 28 (4d8 + 10) piercing damage. If the attack roll succeeds by 5 
  or more, the target must make a DC 20 Constitution saving throw or 
  be stunned until the end of its next turn.
  Tail. Melee Weapon Attack: +19 to hit, reach 10 ft., one target.  
  Hit: 28 (4d8 + 10) bludgeoning damage. If the target is a creature, 
  it must succeed on a DC 20 Strength saving throw or be knocked 
  prone.  If a creature fails its saving throw by 5 or more, it is also 
  pushed up to 60 feet away from the tarrasque. If a pushed target 
  strikes a solid surface, the target takes 3 (1d6) bludgeoning damage 
  for every 10 feet it was pushed. If the target is pushed at another 
  creature, that creature must succeed on a DC 20 Dexterity saving 
  throw or take the same damage and be knocked prone.
  Disintegration Breath (Recharge 6). The tarrasque exhales 
  devastating force energy in a 240-foot line that is 10 feet wide. Each 
  creature in that line must make a DC 20 Dexterity saving throw, 
  taking takes 75 (10d6 + 40) force damage on a failed save, or half as 
  much on a successful one. If this damage reduces the target to 0 hit 
  points, it is disintegrated. A disintegrated creature and everything it 
  is wearing and carrying, except magic items, are reduced to a pile of 
  fine gray dust. The creature can be restored to life only by means of a 
  true resurrection or a wish spell. 
  Earthquake Stomp (Recharge 6). Each creature on the ground 
  within 60 feet of the tarrasque must succeed on a DC 20 Strength 
  saving throw.  If a target is within 30 feet of the tarrasque, it has 
  disadvantage on its saving throw. On a failed save, a target takes 
  54 (8d10 +10) bludgeoning damage and is pushed up to 20 feet 
  and knocked prone, or half as much damage and isn't pushed and 
  knocked prone on a successful one. 
  Frightful Presence. Each creature of the tarrasque's choice within 
  120 feet of it and aware of it must succeed on a DC 17 Wisdom 
  saving throw or become frightened for 1 minute. A creature 
  can repeat the saving throw at the end of each of its turns, with 
  disadvantage if the tarrasque is within line of sight, 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 tarrasque's Frightful 
  Presence for the next 24 hours.
  Swallow. The tarrasque makes one bite attack against a Large or 
  smaller creature it is grappling. If the attack hits, the target takes th 
  e bite's damage, the target is swallowed, and the grapple ends. While 
  swallowed, the creature is blinded and restrained, it has total cover 
  against attacks and other effects outsjde the tarrasque, and it takes 
  56 (l6d6) acid damage at the start of each of th e tarrasque's turns.
    If the tarrasque takes 60 damage or more on a single turn from 
  a creature inside it, the tarrasque must succeed on a DC 20 
  Constitution saving throw at the end of that turn or regurgitate all 
  swallowed creatures, which fall prone in a space within 10 feet of the 
  tarrasque. If the tarrasque dies, a swallowed creature is no longer 
  restra ined by it and can escape from the corpse by using 30 feet of 
  movement, exiting prone.
  Legendary Actions
  The tarrasque can take three 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 tarrasque 
  regains spent legendary actions at the start of its turn.
  Attack. The tarrasque makes one claw attack or tail attack.
  Move. The tarrasque moves up to half its speed.
  Chomp (Costs 2 Actions). The tarrasque makes one bite attack or
    uses its Swallow.
  The tarrasque presented here is a more challenging variant the 
  DM can choose to use.
   
  
  265
  Chapter 1. Bestiary
  Thri-Kreen Psi-Warrior
  Medium humanoid (thri-kreen), chaotic neutral
  Armor Class 15 (natural armor)
  Hit Points 59 (9d8 + 18)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      15 (+2)      14 (+2)        8 (-1)       12 (+1)        7 (-2)
  Skills Perception +3, Stealth +4, Survival +3
  Senses darkvision 60 ft., passive Perception 13
  Languages Thri-Kreen, telepathy 60 ft.
  Challenge 2 (450 XP)
  Chameleon Carapace. The thri-kreen can change the color of its 
  carapace to match the color and texture of its surroundings. As a 
  result, it has advantage on Dexterity (Stealth) checks made to hide.
  Innate Spellcasting (Psionics). The thri-kreen's innate spellcasting 
  ability is Wisdom. The thri-kreen can innately cast the following 
  spells, requiring no components:
  At will: mage hand (the hand is invisible)
  2/day each: blur, magic weapon
  1/day: invisibility (self only) 
  Standing Leap. The thri-kreen's long jump is up to 30 feet and its 
  high jump is up to 15 feet, with or without a running start.on sight. 
  Actions
  Multiattack. The thri-kreen makes two melee attacks or two ranged 
  attacks.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
  Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a 
  DC 12 Constitution saving throw or be poisoned for 1 minute. lf the 
  saving throw fails by 5 or more, the target is also paralyzed while 
  poisoned in this way. The poisoned target can repeat the saving 
  throw on each of its turns , ending the effect on itself on a success. 
  Gythka. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
  Hit: 6 (1d8 + 2) slashing damage.
  Chatkcha. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage.
  Thri-Kreen
  Thri-Kreen Sandstalker
  Medium humanoid (thri-kreen), chaotic neutral
  Armor Class 16 (natural armor)
  Hit Points 78 (12d8 + 24)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)      16 (+3)      14 (+2)        8 (-1)       12 (+1)        7 (-2)
  Skills Perception +3, Stealth +5, Survival +3
  Senses darkvision 60 ft., passive Perception 13
  Languages Thri-Kreen, telepathy 60 ft.
  Challenge 3 (700 XP)
  Chameleon Carapace. The thri-kreen can change the color of its 
  carapace to match the color and texture of its surroundings. As a 
  result, it has advantage on Dexterity (Stealth) checks made to hide.
  Desert Strider. Moving through nonmagical difficult desert or sandy 
  terrain doesn't cost the thri-kreen extra movement.
  Spellcasting. The thri-kreen is a 9th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 13). It has the following ranger 
  spells prepared:
  1st level (4 slots): ensnaring strike, hunter's mark 
  2nd level (3 slots): locate animals or plants, spike growth
  3rd level (2 slots): conjure barrage, lightning arrow
  Stealthy. On each of its turns, the thri-kreen can use a bonus action 
  to take the Hide action. 
  Standing Leap. The thri-kreen's long jump is up to 30 feet and its 
  high jump is up to 15 feet, with or without a running start.on sight.
  Slay Foe (1/Turn). The thri-kreen deals an extra 13 (3d8) damage 
  with its weapon attack if it hits a creature that doesn't have all its hit 
  points. 
  Actions
  Multiattack. The thri-kreen makes two melee attacks or two ranged 
  attacks.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
  Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a 
  DC 12 Constitution saving throw or be poisoned for 1 minute. lf the 
  saving throw fails by 5 or more, the target is also paralyzed while 
  poisoned in this way. The poisoned target can repeat the saving 
  throw on each of its turns , ending the effect on itself on a success. 
  Gythka. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) slashing damage.
  Chatkcha. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage.
  Psi-Warrior 
  Some thri-kreen have evolved to have psionic abilities.  It uses 
  these to supplement its martial abilities.
   
  Sandstalker 
  Sandstalkers are thri-kreen rangers that have mastered surviving 
  in the desert's sandy terrain.  They are excellent trackers and 
  hunters.
   
  
  266
  Chapter 1. Bestiary
  Treants
  Blackroot Treant 
  Huge undead, neutral evil
  Armor Class 17 (natural armor)
  Hit Points 207 (18d12 + 90)
  Speed 20 ft.
  STR           DEX           CON           INT           WIS           CHA 
         24 (+7)        8 (-1)         21 (+5)     12 (+1)      18 (+4)      12 (+1)
  Saving Throws Con + 10, Int +6, Wis +9 
  Damage Resistances bludgeoning, piercing 
  Damage Vulnerabilities fire
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, paralyzed, 
    poisoned 
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Druidic, Elvish, Sylvan
  Challenge 13 (10,000 XP)
  Aura of Blight. A living creature that starts its turn within 10 feet of 
  the treant takes 7 (2d6) necrotic damage.  
  False Appearance. While the treant remains motionless, it is 
  indistinguishable from a normal dead tree.
  Siege Monster. The treant deals double damage to objects and 
  structures.
  Innate Spellcasting. The treant's innate spellcasting ability is 
  Wisdom (spell save DC 17). The treant can innately cast the 
  following spells, without providing material components:
  At will: darkness, detect thoughts
  3/day each: blight, enervation, negative energy flood
  1/day each: Abi-Dalzim's horrid wilting
  Actions
  Multiattack. The treant makes two slam attacks.
  Rotting Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 16 (3d6 + 6) bludgeoning damage plus 10 (3d6) necrotic 
  damage. If the target is a creature, it must succeed on a DC 17 
  Constitution saving throw or its hit point maximum is reduced by 
  an amount equal to the necrotic damage taken. This reduction lasts 
  until the creature finishes a long rest. The target dies if this effect 
  reduces its hit point maximum to 0.
  Rock. Ranged Weapon Attack: +12 to hit, range 60/180 ft., one 
  target. Hit: 28 (4d10 + 6) bludgeoning damage.
  Animate Dead Trees (1/Day). The treant magically animates one or 
  two dead trees it can see within 60 feet of it. These dead trees have 
  the same statistics as a normal treant, except they have Intelligence 
  and Charisma scores of 1, they can't speak, and they have only the 
  Slam action option. An animated dead tree acts as an ally of the 
  treant. The dead tree remains animate for 1 day or until it dies; until 
  the treant dies or is more than 120 feet from the tree; or until the 
  treant takes a bonus action to turn it back into an inanimate dead 
  tree.  
  Treant Keeper of the Grove
  Huge plant, chaotic good
  Armor Class 16 (natural armor)
  Hit Points 184 (16d12 + 80)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
         23 (+6)        8 (-1)         21 (+5)     12 (+1)      18 (+4)      12 (+1)
  Saving Throws Con + 9, Int +5, Wis +8 
  Damage Resistances bludgeoning, piercing 
  Damage Vulnerabilities fire
  Senses passive Perception 14
  Languages Common, Druidic, Elvish, Sylvan
  Challenge 11 (7,200 XP)
  False Appearance. While the treant remains motionless, it is 
  indistinguishable from a normal tree.
  Siege Monster. The treant deals double damage to objects and 
  structures.
  Spellcasting. The treant is a 13th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It 
  has the following druid spells prepared:
  Cantrips (at will): druidcraft, poison spray, produce flame, thorn
    whip
  1st level (4 slots): entangle, fog cloud, goodberry, healing word, 
    purify food and drink
  2nd level (3 slots): barksin, hold person, healing spirit, moonbeam, 
    spider climb
  3rd level (3 slots): call lightning, daylight, erupting earth, plant 
    growth, protection from energy
  4th level (3 slots): call woodland beings, divination, freedom of 
    movement, guardian of nature, hallucinatory terrain
  5th level (2 slots): commune with nature, tree stride, wrath of nature
  6th level (1 slot): druid grove
  7th level (1 slot): mirage arcane
  Actions
  Multiattack. The treant makes two slam attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
  Hit: 16 (3d6 + 6) bludgeoning damage.
  Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one 
  target. Hit: 28 (4d10 + 6) bludgeoning damage.
  Animate Trees (1/Day). The treant magically animates one or 
  two trees it can see within 60 feet of it. These trees have the same 
  statistics as a treant, except they have Intelligence and Charisma 
  scores of 1, they can't speak, and they have only the Slam action 
  option. An animated tree acts as an ally of the treant. The tree 
  remains animate for 1 day or until it dies; until the treant dies or is 
  more than 120 feet from the tree; or until the treant takes a bonus 
  action to turn it back into an inanimate tree. The tree then takes root 
  if possible. 
  Blackroot 
  The blackroot was once a mighty treant keeper of the grove that 
  was corrupted by a coven of elder hags.  Now it is an undead 
  creature that feeds on flesh and life energy. It stands over 18-feet 
  tall and appears as a dead oak tree with a huge maw filled with 
  sharp teeth and limbs that end with claws.  It perpetually radiates 
  an aura of death and can cast devastating necromantic spells.
   
  Keeper of the Grove 
  The keeper of the grove is an advanced treant that has druidic 
  abilities.  It lives its existence as the natural guardian of its 
  woodland domain.
   
  
  267
  Chapter 1. Bestiary
  Troglodyte Brute
  Medium humanoid (troglodyte), chaotic evil
  Armor Class 12 (natural armor)
  Hit Points 45 (6d8 + 18)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          17 (+3)      10 (+0)      16 (+3)       6 (-2)          8 (-1)       6 (-2)
  Skills Stealth +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Troglodyte
  Challenge 2 (450 XP)
  Brute. A melee weapon deals one extra die of its damage when the 
  troglodyte hits with it (included in the attack). 
  Chameleon Skin. The troglodyte has advantage on Dexterity 
  (Stealth) checks made to hide.
  Stench. Any creature other than a troglodyte that starts its turn 
  within 5 feet of the troglodyte must succeed on a DC 13 Constitution 
  saving throw or be poisoned until the start of the creature's next turn. 
  On a successful saving throw, the creature is immune to the stench 
  of all troglodytes for 1 hour.
  Sunlight Sensitivity. While in sunlight, the troglodyte has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Actions
  Multiattack. The troglodyte makes two attacks: one with its bite and 
  one with its greatclub.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 3) piercing damage.
  Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 12 (2d8 + 3) bludgeoning damage.
  Troglodytes
  Troglodyte Chieftain
  Large humanoid (troglodyte), chaotic evil
  Armor Class 15 (breastplate)
  Hit Points 95 (10d10 + 40)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          19 (+4)      12 (+1)      18 (+4)        8 (-1)        12 (+1)       8 (-1)
  Skills Stealth +2
  Senses darkvision 60 ft., passive Perception 11
  Languages Troglodyte
  Challenge 4 (1,100 XP)
  Chameleon Skin. The troglodyte has advantage on Dexterity 
  (Stealth) checks made to hide.
  Stench. Any creature other than a troglodyte that starts its turn 
  within 5 feet of the troglodyte must succeed on a DC 14 Constitution 
  saving throw or be poisoned until the start of the creature's next turn. 
  On a successful saving throw, the creature is immune to the stench 
  of all troglodytes for 1 hour.
  Sunlight Sensitivity. While in sunlight, the troglodyte has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Skull Thump (1/turn). Once per turn, when the troglodyte hits a 
  creature with a melee weapon attack and has advantage on the 
  attack roll, it can attempt to stun it. The target must make a DC 14 
  Constitution saving throw or be stunned until  the end of its next 
  turn.
  Actions
  Multiattack. The troglodyte makes two attacks: one with its bite and 
  one with its greatclub.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) piercing damage.
  Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) bludgeoning damage.
  Acid Spray (Recharge 6). The troglodyte spits acid in a line that is 
  15 feet long and 5 feet wide. Each creature in that line must succeed 
  on a DC 14 Dexterity saving throw, taking 14 (4d6) acid damage on a 
  failed save, or half as much damage on a successful one.
  War Whoop (Recharges after a Long Rest). Each troglodyte ally that 
  is within 30 feet of the troglodyte, can hear the troglodyte, can make 
  one melee weapon attack.
  Presented in this section are various archetypes of troglodytes. 
  They are the following: brute, chieftain, marauder, and shaman. 
  
  268
  Chapter 1. Bestiary
  Troglodyte Marauder
  Medium humanoid (troglodyte), chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 26 (4d8 + 8)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      14 (+2)       14 (+2)       6 (-2)        10 (+0)       6 (-2)
  Skills Stealth +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Troglodyte
  Challenge 1 (200 XP)
  Chameleon Skin. The troglodyte has advantage on Dexterity 
  (Stealth) checks made to hide.
  Stench. Any creature other than a troglodyte that starts its turn 
  within 5 feet of the troglodyte must succeed on a DC 12 Constitution 
  saving throw or be poisoned until the start of the creature's next turn. 
  On a successful saving throw, the creature is immune to the stench 
  of all troglodytes for 1 hour.
  Lightfooted. The troglodyte can take the Dash or Disengage action 
  as a bonus action on each of its turns. 
  Sunlight Sensitivity. While in sunlight, the troglodyte has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Distracting Strike (1/Turn). When the troglodyte hits a creature with 
  a weapon attack, the next attack roll against the target by an attacker 
  other than the troglodyte has advantage if the attack is made before 
  the start of the troglodyte's next turn.
  Actions
  Multiattack. The troglodyte makes two attacks: one with its bite and 
  one with its spear.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage.
  Spear. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing 
  damage if used with two hands to make a melee attack.
  Troglodyte Shaman
  Medium humanoid (troglodyte), chaotic evil
  Armor Class 11 (natural armor)
  Hit Points 39 (6d8 + 12)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      10 (+1)      14 (+2)        8 (-1)        15 (+2)       7 (-2)
  Skills Stealth +2
  Senses darkvision 60 ft., passive Perception 12
  Languages Troglodyte
  Challenge 2 (450 XP)
  Chameleon Skin. The troglodyte has advantage on Dexterity 
  (Stealth) checks made to hide.
  Stench. Any creature other than a troglodyte that starts its turn 
  within 5 feet of the troglodyte must succeed on a DC 12 Constitution 
  saving throw or be poisoned until the start of the creature's next turn. 
  On a successful saving throw, the creature is immune to the stench 
  of all troglodytes for 1 hour.
  Spellcasting. The troglodyte is a 6th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It 
  has the following druid spells prepared:
  Cantrips (at will): druidcraft, poison spray, thorn whip
  1st level (4 slots): entangle, healing word, snare, thunderwave
  2nd level (3 slots): heat metal, spider climb, spike growth, web
  3rd level (3 slots): erupting earth, gaseous form, stinking cloud
  Sunlight Sensitivity. While in sunlight, the troglodyte has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Actions
  Multiattack. The troglodyte makes two attacks: one with its bite and 
  two with its claws.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) slashing damage.
  
  269
  Chapter 1. Bestiary
  Trolls
  Cave Troll
  Large giant, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 105 (10d10 + 50)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          20 (+5)      14 (+2)      20 (+5)        7 (-2)        10 (+0)        7 (-2)
  Skills Perception +3
  Senses darkvision 120 ft., passive Perception 13
  Languages Giant
  Challenge 7 (2,900 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, or radiant damage from sunlight, 
  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.
  Sunlight Hypersensitivity. The troll takes 20 radiant damage when 
  it starts its turn in sunlight. While in sunlight, it has disadvantage 
  on attack rolls and ability checks.   If a troll dies from sunlight, its 
  corpse turns into stone.
  Actions
  Multiattack. The troll makes three attacks: one with its bite and two 
  with its claws.  If both claw attacks hit the same creature, the target 
  takes an extra 9 (2d8) slashing damage and must succeed on a DC 
  16 Constitution saving throw or be stunned until the end of its next 
  turn.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 9 (1d8 + 5) piercing damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 + 5) slashing damage.
  Cave Troll 
  Cave trolls are larger, more feral versions of the common troll and 
  have adapted to living in the underdark or underground caves.  
  They only come to the surface, and only at night, to hunt if food 
  is scarce.  They hate and fear sunlight, as it burns their skin.  The 
  corpse of a cave troll that dies from exposure to sunlight turns to 
  stone.
   
  
  270
  Chapter 1. Bestiary
  Fell Troll
  Huge giant, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 150 (12d12 + 72)
  Speed 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          22 (+6)      13 (+1)      22 (+6)        8 (-1)       11 (+0)       7 (-2)
  Skills Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages Giant
  Challenge 10 (5,000 XP)
  Keen Smell. The troll has advantage on Wisdom (Perception) checks 
  that rely on smell.
  Overbearing. As a bonus action, the troll can make a kick attack 
  against a creature that is Medium or smaller.
  Regeneration. The troll regains 15 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: +10 to hit, reach 5 ft., one target. 
  Hit: 13 (2d6 + 6) piercing damage.
  Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 
  Hit: 20 (4d6 + 6) slashing damage and if the target is a Medium or 
  smaller creature, it is grappled (escape DC 18).  Until this grapple 
  ends, the target is restrained, the troll can automatically hit the 
  target with its claw, and the troll can't use one of its claw attacks 
  against other targets. 
  Kick. Melee Weapon Attack: +10 to hit, reach 5 ft., one Medium 
  or smaller creature. Hit: 13 (2d6 + 6) bludgeoning damage and 
  the target must succeed on a DC 18 Strength saving throw or be 
  knocked prone.
  Ragdoll Slam. The troll slams creatures grappled by it into each 
  other or a solid surface. Each creature must succeed on a DC 18 
  Strength saving throw or take 20 (4d6 + 6) bludgeoning damage and 
  be stunned until the end of the troll's next turn. On a successful save, 
  the target takes half the bludgeoning damage and isn't stunned. 
  Forest / Jungle Troll
  Medium giant, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 38 (5d8 + 15)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      15 (+2)      16 (+3)        9 (-1)        12 (+1)        7 (-2)
  Skills Perception +3, Stealth +4
  Senses darkvision 60 ft., passive Perception 13
  Languages Giant
  Challenge 2 (450 XP)
  Brute. A melee weapon deals one extra die of its damage when the 
  troll hits with it (included in the attack). 
  Keen Smell. The troll has advantage on Wisdom (Perception) checks 
  that rely on smell.
  Regeneration. The troll regains 5 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 two attacks: one with its bite and one 
  with its spear.  
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 7 (2d4 + 2) piercing damage plus 3 (1d6) poison damage.
  Spear. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., 
  one target. Hit: 9 (2d6 + 2) piercing damage, or 11 (2d8 + 2) piercing 
  damage if used with two hands to make a melee attack, plus 3 (1d6) 
  poison damage.
  Fell Troll 
  The fell troll is a giant cousin of the troll.  It is meaner, stronger, 
  and often bullies the smaller trolls.  It becomes the natural leader 
  of any troll tribe.
   
  Forest/Jungle Troll 
  These forest or jungle troll are medium-sized trolls.  They are 
  weaker than normal trolls but more than make up for it for their 
  cunning, intellect, and sheer numbers.  As their name suggests, 
  they are normally found only in forests and jungles.
   
  
  271
  Chapter 1. Bestiary
  Ice Troll
  Large giant, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 88 (7d10 + 49)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)      12 (+1)       18 (+4)       7 (-2)         8 (-1)          6 (-2)
  Skills Perception +1
  Damage Vulnerabilities fire 
  Damage Immunities cold
  Senses darkvision 60 ft., passive Perception 9
  Languages Giant
  Challenge 4 (1,100 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 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 two attacks: one with its bite and one 
  with its maul.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) piercing damage.
  Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 17 (2d12 + 4) bludgeoning damage plus 7 (2d6) cold damage.
  Mountain Troll
  Huge giant, chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 189 (14d12 + 98)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          24 (+7)      10 (+0)      24 (+8)        6 (-2)         8 (-1)          6 (-2)
  Skills Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages Giant
  Challenge 12 (8,400 XP)
  Keen Smell. The troll has advantage on Wisdom (Perception) checks 
  that rely on smell.
  Overbearing. As a bonus action, the troll can make a kick attack 
  against a creature that is Medium or smaller.
  Regeneration. The troll regains 20 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 greatclub.   It can replace one of its greatclub attacks with 
  Cleaving Swing.
  Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 14 (2d6 + 7) piercing damage.
  Greatclub. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 
  Hit: 20 (3d8 + 7) bludgeoning damage.  If the attack roll succeeds by 
  5 or more, the target must make a DC 19 Strength saving throw or 
  be pushed up to 20 feet, knocked prone, and be stunned until the end 
  of its next turn. 
  Kick. Melee Weapon Attack: +11 to hit, reach 5 ft., one Medium 
  or smaller creature. Hit: 17 (3d6 + 7) bludgeoning damage and 
  the target must succeed on a DC 19 Strength saving throw or be 
  knocked prone.
  Cleaving Swing (Recharges 5-6). The troll swings its greatclub, and 
  every creature within 10 feet of it must succeed on a DC 19 Dexterity 
  saving throw. On a failed saving throw, a creature takes 20 (3d8 + 7) 
  bludgeoning damage. On a successful save, the creature takes half as 
  much damage.
  Ice Troll 
  The ice troll is a slightly weaker version of the common troll.  
  They make their lair in arctic caves and subterranean tunnels 
  underneath glaciers.  They prefer to use weapons than their 
  stubby claws and are often employed by frost giants and other 
  intelligent creatures as guards. 
  Mountain Troll 
  The massive, hulking mountain troll is the largest and most 
  powerful species of troll.  Fortunately, they are very rare.
  They fear nothing and will eat almost anything alive as long as 
  they can fit it in their mouths.  Other giants dislike and shun them.   
  
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  War Troll
  Large giant, chaotic evil
  Armor Class 18 (plate)
  Hit Points 116 (11d10 + 55)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          20 (+5)      12 (+1)       21 (+4)       9 (-1)        10 (+0)        8 (-1)
  Skills Perception +1
  Senses darkvision 60 ft., passive Perception 9
  Languages Giant
  Challenge 8 (3,900 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 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 greatsword.  It can replace one of its greatsword attacks with 
  Cleaving Swing.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 8 (1d6 + 5) piercing damage.
  Greatsword. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 19 (4d6 + 5) slashing damage.
  Cleaving Swing (Recharges 5-6). The troll swings its greatsword, 
  and every creature within 10 feet of it must succeed on a DC 18 
  Dexterity saving throw. On a failed saving throw, a creature takes 19 
  (4d6 + 5) slashing damage. On a successful save, the creature takes 
  half as much damage.
  Reactions
  Parry. The troll adds 4 to its AC against one melee attack that would 
  hit it. To do so, the troll must see the attacker and be wielding a 
  melee weapon. 
  Scrag
  Large giant, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 67 (7d10 + 28)
  Speed 20 ft., swim 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)      13 (+1)       18 (+4)       7 (-2)          9 (-1)          7 (-2)
  Skills Perception +1
  Senses darkvision 60 ft., passive Perception 11
  Languages Giant
  Challenge 4 (1,100 XP)
  Amphibious. The scrag can breathe air and water. 
  Keen Smell. The scrag has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Regeneration. While in contact with fresh water, the scrag regains 
  10 hit points at the start of its turn. If the scrag takes acid or fire 
  damage, this trait doesn't function at the start of the scrag's next 
  turn. The scrag dies only if it starts its turn with 0 hit points and 
  doesn't regenerate.
  Actions
  Multiattack. The scrag makes three attacks: one with its bite and 
  two with its claws.  
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 12 (2d8 + 3) piercing damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) slashing damage.
  Scrag 
  Scrags are slightly smaller trolls that have evolved to aquatic 
  life.   Their hands have become webbed and thinner, now used 
  more for swimming than rending targets, and their mouths have 
  turned into giant maws aimed at catching and swallowing prey 
  while swimming.  While their diet now consists mostly of fish 
  and aquatic reptiles, they still prefer and relish humanoid flesh, 
  especially human and elven flesh.  When they spot a boat with 
  people in it, they immediately surround and board it in the hopes 
  of getting at least one bite before their kin tears and shreds the 
  victims apart until nothing is left.
  War Troll 
  War trolls are trolls that have been trained from a young age with 
  the use of weapons and armor.  They are normally employed by 
  fire giants and evil cloud giants.
  
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  Umber Hulks
  Tunneler. The umber hulk can burrow through solid rock at half its 
  burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its 
  wake. 
  Burst Forth (Recharges after a Short or Long Rest). The umber 
  hulk breaks through solid ground or wall as a bonus action, 
  showering the area with debris.  Each creature within 15 feet of the 
  umber hulk that is surprised must succeed on a DC 19 Strength 
  check, taking 24 (5d6 + 7) bludgeoning damage and is knocked 
  prone on a failed save, or half as much damage and isn't knocked 
  prone on a successful one.
  Actions
  Multiattack. The umber hulk makes three attacks: two with its 
  claws and one with its mandibles.  If both claw attacks hit the same 
  creature, the target takes an extra 9 (2d8 ) slashing damage and 
  must succeed on a DC 19 Constitution saving throw or be stunned 
  until the end of its next turn.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 16 (2d8 + 7) slashing damage.   
  Mandibles. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 20 (3d8 + 7) slashing damage and if the target is a Medium or 
  smaller creature, it is grappled (escape DC 19).  Until this grapple 
  ends, the target is restrained, the umber hulk can automatically 
  hit the target with its mandibles, and the umber hulk can't use its 
  mandibles against other targets.
  Horrid Umber Hulk
  Huge monstrosity, chaotic evil
  Armor Class 20 (natural armor)
  Hit Points 184 (16d12 + 80)
  Speed 40 ft., burrow 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          24 (+7)      13 (+1)       20 (+5)       9 (-1)       12 (+1)      10 (+0)
  Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 10
  Languages Umber Hulk
  Challenge 12 (8,400 XP)
  Confusing Gaze. When a creature starts its turn within 30 feet of 
  the umber hulk and is able to see the umber hulk's eyes, the umber 
  hulk can magically force it to make a DC 16 Charisma saving throw, 
  unless the umber hulk is incapacitated. 
    On a failed saving throw, the creature can't take reactions until 
  the start of its next turn and rolls a d10 to determine what it does 
  during that turn. On a 1 to 4, the creature does nothing. On a 5 to  7, 
  the creature takes no action but uses all its movement to move in a 
  random direction. On a 8 to 10, the creature makes one melee attack 
  against a random creature, or it does nothing if no creature is within 
  reach. 
    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 can't see the 
  umber hulk until the start of its next turn, when it can avert its eyes 
  again. If the creature looks at the umber hulk  in the meantime, it 
  must immediately make the save.
  Horrid Umber Hulk 
  When an umber hulk grows to huge size, it becomes a truly horrid 
  umber hulk. It is far stronger and more savage with its attacks 
  than the typical umber hulk, and can burst forth from the ground 
  to knock unsuspecting victims prone.
    A single horrid umber hulk once decimated a whole dwarven 
  mine and left no one alive.
   
  
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  Rhinoceros Umber Hulk
  Large monstrosity, chaotic evil
  Armor Class 19 (natural armor)
  Hit Points 124 (13d10 + 60)
  Speed 30 ft., burrow 20 ft.
  STR           DEX           CON           INT           WIS           CHA 
          22 (+6)      13 (+1)       18 (+4)       9 (-1)       10 (+0)      10 (+0)
  Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 10
  Languages Umber Hulk
  Challenge 7 (2,900 XP)
  Charge. If the umber hulk 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 18 (4d8) piercing damage. If the target is a creature, it 
  must succeed on a DC 17 Strength saving throw or be pushed up to 
  10 feet away and knocked prone.  
  Confusing Gaze. When a creature starts its turn within 30 feet of 
  the umber hulk and is able to see the umber hulk's eyes, the umber 
  hulk can magically force it to make a DC 15 Charisma saving throw, 
  unless the umber hulk is incapacitated. 
    On a failed saving throw, the creature can't take reactions until the 
  start of its next turn and rolls a d8 to determine what it does during 
  that turn. On a 1 to 4, the creature does nothing. On a 5 to  6, the 
  creature takes no action but uses all its movement to move in a 
  random direction. On a 7 to 8, the creature makes one melee attack 
  against a random creature, or it does nothing if no creature is within 
  reach. 
    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 can't see the 
  umber hulk until the start of its next turn, when it can avert its eyes 
  again. If the creature looks at the umber hulk  in the meantime, it 
  must immediately make the save.
  Tunneler. The umber hulk can burrow through solid rock at half its 
  burrowing speed and leaves a 5 foot-wide, 10-foot-high tunnel in its 
  wake. 
  Burst Forth (Recharges after a Short or Long Rest). The umber 
  hulk breaks through solid ground or wall as a bonus action, 
  showering the area with debris.  Each creature within 15 feet of the 
  umber hulk that is surprised must succeed on a DC 17 Strength 
  check, taking 23 (5d6 + 6) bludgeoning damage and is knocked 
  prone on a failed save, or half as much damage and isn't knocked 
  prone on a successful one.
  Actions
  Multiattack. The umber hulk makes three attacks: two with its claws 
  and one with its mandibles.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 10 (1d8 + 6) slashing damage.   
  Mandibles. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 15 (2d8 + 6) slashing damage.
  Gore. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 24 (4d8 + 6) piercing damage.  
  Tiger Umber Hulk
  Large monstrosity, chaotic evil
  Armor Class 19 (natural armor)
  Hit Points 86 (9d10 + 27)
  Speed 40 ft., burrow 20 ft.
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)      14 (+2)       18 (+4)       9 (-1)       12 (+1)       10 (+0)
  Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 10
  Languages Umber Hulk
  Challenge 6 (2,300 XP)
  Confusing Gaze. When a creature starts its turn within 30 feet of 
  the umber hulk and is able to see the umber hulk's eyes, the umber 
  hulk can magically force it to make a DC 15 Charisma saving throw, 
  unless the umber hulk is incapacitated. 
    On a failed saving throw, the creature can't take reactions until the 
  start of its next turn and rolls a d8 to determine what it does during 
  that turn. On a 1 to 4, the creature does nothing. On a 5 to  6, the 
  creature takes no action but uses all its movement to move in a 
  random direction. On a 7 to 8, the creature makes one melee attack 
  against a random creature, or it does nothing if no creature is within 
  reach. 
    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 can't see the 
  umber hulk until the start of its next turn, when it can avert its eyes 
  again. If the creature looks at the umber hulk  in the meantime, it 
  must immediately make the save.
  Pounce. If the umber hulk moves at least 30 feet straight toward 
  a creature and then hits it with a claw attack on the same turn, 
  that target must succeed on a DC 15 Strength saving throw or be 
  knocked prone. If the target is prone, the umber hulk can make one 
  bite attack against it as a bonus action.
  Tunneler. The umber hulk can burrow through solid rock at half its 
  burrowing speed and leaves a 5 foot-wide, 10-foot-high tunnel in its 
  wake. 
  Actions
  Multiattack. The umber hulk makes three attacks: two with its 
  claws and one with its mandibles. If both claw attacks hit the same 
  creature, the target takes an extra 9 (2d8) slashing damage
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) slashing damage.   
  Mandibles. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) slashing damage.
  Stink Spray (Recharge 5-6). The umber hulk emits nauseating acid 
  in a 30-foot cone. Each creature in that area must succeed on a DC 
  14 Constitution saving throw.  On a failed save, a target takes 27 
  (6d8) acid damage and is poisoned until the end of its next turn.  A 
  poisoned target spends its turn retching and reeling.  Creatures 
  that don't need to breathe ar are immune to poison automatically 
  succeed on this saving throw.  On a successful save, a target takes 
  half as much damage and isn't poisoned.
  Rhinoceros Umber Hulk 
  This bulky and heavily armored but slower species of umber hulk 
  has horns like a stag beetle's which it uses to gore and ram its prey 
  with.
   
  Tiger Umber Hulk 
  This is a slighly smaller and leaner species of umber hulk that 
  has green and purple striped carapace.  What it lacks in muscle it 
  more than makes up for its rapaciousness and quickness.  It also 
  has glands along its abdomen that can spray a foul, highly acidic 
  gas that can stun and nauseate its victims.
  
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  Unicorn
  Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
  Hit: 8 (1d8 + 4) piercing damage.
  Horn of Death (2/Day). Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 8 (1d8 + 4) piercing damage and the target must 
  succeed on a DC 14 Constitution. On a failed save, the target takes 
  24 (7d6) necrotic damage, or half as much damage on a successful 
  save. The damage can't reduce the target's hit points below 1. If the 
  target fails the saving throw, its hit point maximum is reduced for 1 
  hour by an amount equal to the necrotic damage it took. Any effect 
  that removes a disease allows a creature's hit point maximum to 
  return to normal before that time passes. 
  Teleport (1/Day). The unicorn magically teleports itself and up to 
  three willing creatures it can see within 5 feet of it, along with any 
  equipment they are wearing or carrying, to a location the unicorn is 
  familiar with, up to 1 mile away.
  Legendary Actions
  The unicorn 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 unicorn regains spent 
  legendary actions at the start of its turn.
  Hooves. The unicorn makes one attack with its hooves.
  Shadow Shield (Costs 2 Actions). The unicorn creates a wavering,     
    shadowy shield around itself or another creature it can see within   
    60  feet of it. Until the end of the unicorn's next turn, any creature
    has disadvantage on attack rolls against the target. An attacker is 
    immune to this effect if it doesn't rely on sight, as with blindsight, or 
    can see through illusions, as with truesight.
  Disrupt Life (Costs 3 Actions). Each living creature within 10 feet 
    of the unicorn must make a DC 14 Constitution saving throw  
    against this magic, taking 17 (5d6) necrotic damage on a failed 
    save, or half as much damage on a successful one.
  Dread Unicorn
  Large fiend, lawful evil
  Armor Class 12 (natural armor)
  Hit Points 67 (9d10 + 18)
  Speed 50 ft.
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)      14 (+2)       15 (+2)     11 (+0)      17 (+3)      16 (+3)
  Damage Resistances cold, fire, lightning
  Damage Immunities poison
  Condition Immunities charmed, paralyzed, poisoned 
  Senses darkvision 60 ft., passive Perception 13
  Languages Abyssal, telepathy 60 ft.
  Challenge 5 (1,800 XP)
  Charge. If the unicorn moves at least 20 feet straight toward a target 
  and then hits it with a horn attack on the same turn, the target takes 
  an extra 9 (2d8) piercing damage. If the target is a creature, it must 
  succeed on a DC 15 Strength saving throw or be knocked prone.
  Innate Spellcasting. The unicorn's innate spellcasting ability is 
  Charisma (spell save DC 14) . The unicorn can innately cast the 
  following spells, requiring no components: 
  At will: detect evil and good, druidcraft, pass without trace 
  1/day each: dispel evil and good, entangle, ray of enfeeblement 
  Magic Resistance. The unicorn has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The unicorn's weapon attacks are magical.
  Actions
  Multiattack. The unicorn makes two attacks: one with its hooves and 
  one with its horn.
  Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
  Hit: 11 (2d6 + 4) bludgeoning damage.
  Dread Unicorn 
  The dread unicorn, also known as the black unicorn, are 
  unicorns infused with a fiendish essence of Bane.  They are 
  often used as steeds by baneliches, powerful blackguards and 
  clerics of Bane, and death knights.
   
  
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  Vampire
  Vampire Lord 
  Even more powerful than the vampire is the ancient Vampire 
  Lord, said to be amongst the first of its kind.  They are stronger, 
  more cunning, and resilient than the standard vampire.  Presented 
  here is the blackguard variant of the Vampire Lord.
  
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    Forbiddance. The vampire can't enter a residence without an 
  invitation from one of the occupants,
    Harmed by Running Water. The vampire takes 20 acid damage if it 
  ends its turn in running water.
    Stake to the Heart. If a piercing weapon made of wood is driven 
  into the vampire's heart while the vampire is incapacitated in it s 
  resting place, the vampire is paralyzed until the stake is removed.
    Sunlight Hypersensitivity. The vampire takes 20 radiant damage 
  when it starts its turn in sunlight. While in sunlight, it has 
  disadvantage on attack rolls and ability checks.
  Actions
  Multiattack (Vampire Form Only). The vampire makes three 
  attacks, only one of which can be a bite attack.  It can use its Charm 
  in place of one of attack.
  Warhammer (Vampire Form Only). Melee Weapon Attack: +11 to 
  hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) bludgeoning damage.   
  If the attack roll succeeds by 5 or more, the target must make a DC 
  19 Constitution saving throw or be stunned until the end of its next 
  turn. 
  Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +11 
  to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 5) bludgeoning damage. 
  Instead of dealing damage, the vampire can grapple the target 
  (escape DC 18).
  Bite (Bat or Vampire Form Only). Melee Weapon Attack: +11 to hit, 
  reach 5 ft., one willing creature, or a creature that is grappled by 
  the vampire, incapacitated, or restrained. Hit: 8 (1d6 + 5) piercing 
  damage plus 10 (3d6) necrotic damage. The target's hit point 
  maximum is reduced by an amount equal to the necrotic damage 
  taken, and the vampire regains hit points equal to that amount. The 
  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 in 
  this way and then buried in the ground rises the following night as a 
  vampire spawn under the vampire's control.
  Charm. The vampire targets one humanoid it can see within 30 feet 
  of it. If the target can see the vampire, the target must succeed on a 
  DC 18 Wisdom saving throw against this magic or be charmed by 
  the vampire. The charmed target regards the vampire as a trusted 
  friend to be heeded and protected. Although the target isn't under 
  the vampire's control, it takes the vampire's requests or actions in the 
  most favorable way it can, and it is a willin g target for the vampire's 
  bite attack.
    Each time the vampire or the vampire's companions do anything 
  harmful to the target, it can repeat the saving throw, ending the effect 
  on itself on a success. Otherwise, the effect lasts 24 hours or until 
  the vampire is destroyed, is on a different plane of existence than the 
  target, or takes a bonus action to end the effect. 
  Children of the Night (1/Day). The vampire magically calls 2d4 
  swarms of bats or rats, provided that the sun isn' t up. While  
  outdoors, the vampire can call 3d6 wolves instead . The called 
  creatures arrive in 1d4 rounds, acting as allies  of the vampire and 
  obeying its spoken commands. The beasts remain for 1 hour, until 
  the vampire dies, or until the vampire dismisses them as a bonus 
  action.
  Legendary Actions
  The vampire 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 vampire regains spent 
  legendary actions at the start of its turn.
  Move. The vampire moves up to its speed without provoking
    opportunity attacks.
  Attack. The vampire makes one warhammer attack or unarmed 
    strike.
  Bite (Costs 2 Actions). The vampire makes one bite attack.
  Cast a Spell (Costs 3 Actions). The vampire casts a spell from its
  list of prepared spells, using a spell slot as normal.
  Vampire Lord (Blackguard)
  Medium undead (shapechanger), lawful evil
  Armor Class 20 (plate)
  Hit Points 200 (21d8 + 18)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
          20 (+5)      18 (+4)       20 (+5)     17 (+3)      19 (+4)      18 (+4)
  Saving Throws Con +11, Dex +10, Wis +10, Cha +10
  Skills Perception +10, Stealth +10
  Damage Resistances necrotic; bludgeoning, piercing, and
    slashing from nonmagical weapons
  Senses darkvision 120 ft., passive Perception 20
  Languages the languages it knew in life
  Challenge 19 (22,000 XP)
  Cunning Action. The vampire can take the Dash, Disengage, or Hide 
  action as a bonus action on each of its turns. 
  Shapechanger. If the vampire isn't in sunlight or running water, it 
  can use its action to polymorph in to a Tiny bat or a Medium cloud of 
  mist, or back in to its true form. 
    While in bat form, the vampire can't speak, its walking speed is 5 
  feet, and it has a flying speed of 30 feet. Its statistics, other than its 
  size and speed, are unchanged. Anything it is wearing transforms 
  with it, but nothing it is carrying does. It reverts to its true form if it 
  dies.
    While in mist form, the vampire can't take any actions, speak, or 
  manipulate objects. It is weightless, has a flying speed of 20 feet, 
  can hover, and can enter a hostile creature's space and stop there. 
  In addition, if air can pass through a space, the mist can do so  
  without squeezing, and it can't pass through water. It has advantage 
  on Strength, Dexterity, and Constitution saving throws, and it is 
  immune to all nonmagical damage, except the damage it takes from 
  sunlight.
  Legendary Resistance (3/Day). If the vampire fails a saving throw, it 
  can choose to succeed instead. 
  Misty Escape. When it drops to 0 hit points outside its resting place, 
  the vampire transforms into a cloud of mist (as in the Shapechanger 
  trait) instead of falling unconscious, provided that it isn't in sunlight 
  or running water. If it can't transform, it is destroyed.
    While it has 0 hit points in mist form, it can't revert to its vampire 
  form, and it must reach its resting place within 2 hours or be 
  destroyed. Once in its resting place, it reverts to its vampire form . It 
  is then paralyzed until it regains at least 1 hit point. After spending 1 
  hour in its resting place with 0 hit points, it regains 1 hit point.
  Regeneration. The vampire regains 20 hit points at the start of its 
  turn if it has at least 1 hit point and isn't in sunlight or running water. 
  If the vampire takes radiant damage or damage from holy water, this 
  trait doesn't function at the start of the vampire's next turn.
  Smite (1/Turn). As a bonus action, when the vampire hits a creature 
  with a weapon attack, it can expend a 1st level spell slot to deal 2d8 
  necrotic damage to the target. If the vampire expends a spell slot of 
  2nd level or higher, the extra necrotic damage increases by 1d8 for 
  each level above 1st (maximum 5d8). 
  Spellcasting. The vampire is a 19th-level spell caster. Its spellcasting 
  ability is Charisma (spell save DC 18). It has the following paladin 
  spells prepared: 
  1st level (4 slots): command, compelled duel, searing smite 
  2nd level (3 slots): hold person, magic weapon
  3rd level (3 slots) : dispel magic, elemental weapon
  4th level (3 slots): banishment, staggering smite
  5th level (2 slots): destructive wave (necrotic)
  Spider Climb. The vampire can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability check.
  Vampire Weaknesses. The vampire has the following flaws:   
  
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  Chapter 1. Bestiary
  Vampire Spawns
  Spider Climb. The vampire can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability check.
  Vampire Weaknesses. The vampire has the following flaws:   
    Forbiddance. The vampire can't enter a residence without an 
  invitation from one of the occupants,
    Harmed by Running Water. The vampire takes 20 acid damage if it 
  ends its turn in running water.
    Stake to the Heart. If a piercing weapon made of wood is driven 
  into the vampire's heart while the vampire is incapacitated in it s 
  resting place, the vampire is paralyzed until the stake is removed.
    Sunlight Hypersensitivity. The vampire takes 20 radiant damage 
  when it starts its turn in sunlight. While in sunlight, it has 
  disadvantage on attack rolls and ability checks. 
  Actions
  Multiattack (Vampire Form Only). The vampire makes two attacks, 
  only one of which can be a bite attack. 
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
  Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the 
  vampire can grapple the target (escape DC 15).
  Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) piercing damage, and the target must succeed on 
  a DC 13 Constitution saving throw or be poisoned for 1 hour. If the 
  saving throw fails by 5 or more, the target is also unconscious while 
  poisoned in this way. The target wakes up if it takes damage or if 
  another creature takes an action to shake it awake. 
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one willing 
  creature, or a creature that is grappled by the vampire, incapacitated, 
  or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic 
  damage. The target's hit point maximum is reduced by an amount 
  equal to the necrotic damage taken, and the vampire regains hit 
  points equal to that amount. The reduction lasts until the target 
  finishes a long rest. The target dies if this effect reduces its hit point 
  maximum to 0.
  Vampire Spawn Assassin
  Medium undead (shapechanger), lawful evil
  Armor Class 16 (studded leather)
  Hit Points 90 (12d8 + 36)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)      18 (+4)       16 (+3)     12 (+1)      10 (+0)      12 (+1)
  Saving Throws Dex +8, Wis +4
  Skills Perception +4, Stealth +8
  Damage Resistances necrotic; bludgeoning, piercing, and
    slashing from nonmagical weapons
  Senses darkvision 60 ft., passive Perception 14
  Languages the languages it knew in life
  Challenge 8 (3,900 XP)
  Assassinate. During its first turn, the vampire has advantage on 
  attack rolls against any creature that hasn't taken a turn.  Any hit the 
  vampire scores against a surprised creature is a critical hit.
  Cunning Action. The vampire can take the Dash, Disengage, or Hide 
  action as a bonus action on each of its turns. 
  Evasion. If the vampire is subjected to an effect that allows it to 
  make a Dexterity saving throw to take only half damage, the vampire 
  instead takes no damage if it succeeds on the saving throw, and only 
  half damage if it fails.
  Sneak Attack (1/Turn). The vampire deals an extra 17 (5d6) damage 
  when it hits a target with a weapon attack and has advantage on 
  the attack roll, or when the target is within 5 feet of an ally of the 
  vampire that isn't incapacitated and the vampire doesn't have 
  disadvantage on the attack roll. 
  Regeneration. The vampire regains 10 hit points at the start of its 
  turn if it has at least 1 hit point and isn't in sunlight or running water. 
  If the vampire takes radiant damage or damage from holy water, this 
  trait doesn't function at the start of the vampire's next turn.
  Presented in this section are two vampire spawn archetypes, 
  the assassin and sorceress.  They are advanced versions of the 
  standard vampire spawn.
  
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    Harmed by Running Water. The vampire takes 20 acid damage if it 
  ends its turn in running water.
    Stake to the Heart. If a piercing weapon made of wood is driven 
  into the vampire's heart while the vampire is incapacitated in it s 
  resting place, the vampire is paralyzed until the stake is removed.
    Sunlight Hypersensitivity. The vampire takes 20 radiant damage 
  when it starts its turn in sunlight. While in sunlight, it has 
  disadvantage on attack rolls and ability checks. 
  Actions
  Multiattack (Vampire Form Only). The vampire makes three 
  attacks, only one of which can be a bite attack. 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
  Hit: 9 (2d4 + 4) slashing damage. Instead of dealing damage, the 
  vampire can grapple the target (escape DC 15).
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) piercing damage. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one willing 
  creature, or a creature that is grappled by the vampire, incapacitated, 
  or restrained. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic 
  damage. The target's hit point maximum is reduced by an amount 
  equal to the necrotic damage taken, and the vampire regains hit 
  points equal to that amount. The reduction lasts until the target 
  finishes a long rest. The target dies if this effect reduces its hit point 
  maximum to 0.
  Vampire Spawn Warrior
  Medium undead (shapechanger), lawful evil
  Armor Class 16 (chain shirt)
  Hit Points 90 (12d8 + 36)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)      14 (+2)       16 (+3)     11 (+0)      10 (+0)      12 (+1)
  Saving Throws Dex +5, Wis +3
  Skills Perception +3, Stealth +5
  Damage Resistances necrotic; bludgeoning, piercing, and
    slashing from nonmagical weapons
  Senses darkvision 60 ft., passive Perception 13
  Languages the languages it knew in life
  Challenge 6 (2,300 XP)
  Regeneration. The vampire regains 10 hit points at the start of its 
  turn if it has at least 1 hit point and isn't in sunlight or running water. 
  lf the vampire takes radiant damage or damage from holy water, this 
  trait doesn't function at the start of the vampire's next turn.
  Spider Climb. The vampire can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability check.
  Vampire Weaknesses. The vampire has the following flaws:   
    Forbiddance. The vampire can't enter a residence without an 
  invitation from one of the occupants,
  creature to make a saving throw to resist the spell's effects, she can 
  spend 3 sorcery points to give one target of the spell disadvantage on 
  its first saving throw against the spell.
    Quickened Spell: When the vampire casts a spell that has a casting 
  time of 1 action, she can spend 2 sorcery points to change the 
  casting time to 1 bonus action for this casting.
  Spider Climb. The vampire can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability check.
  Vampire Weaknesses. The vampire has the following flaws:   
    Forbiddance. The vampire can't enter a residence without an 
  invitation from one of the occupants,
    Harmed by Running Water. The vampire takes 20 acid damage if it 
  ends its turn in running water.
    Stake to the Heart. If a piercing weapon made of wood is driven 
  into the vampire's heart while the vampire is incapacitated in it s 
  resting place, the vampire is paralyzed until the stake is removed.
    Sunlight Hypersensitivity. The vampire takes 20 radiant damage 
  when it starts its turn in sunlight. While in sunlight, it has 
  disadvantage on attack rolls and ability checks. 
  Actions
  Multiattack (Vampire Form Only). The vampire makes three 
  attacks, only one of which can be a bite attack. 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
  Hit: 9 (2d4 + 4) slashing damage. Instead of dealing damage, the 
  vampire can grapple the target (escape DC 15).
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing 
  creature, or a creature that is grappled by the vampire, incapacitated, 
  or restrained. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic 
  damage. The target's hit point maximum is reduced by an amount 
  equal to the necrotic damage taken, and the vampire regains hit 
  points equal to that amount. The reduction lasts until the target 
  finishes a long rest. The target dies if this effect reduces its hit point 
  maximum to 0.
  Vampire Spawn Sorceress
  Medium undead (shapechanger), lawful evil
  Armor Class 15 (natural armor)
  Hit Points 90 (12d8 + 36)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      16 (+3)       16 (+3)     11 (+0)      10 (+0)      18 (+4)
  Saving Throws Dex +5, Wis +3
  Skills Perception +3, Stealth +5
  Damage Resistances necrotic; bludgeoning, piercing, and
    slashing from nonmagical weapons
  Senses darkvision 60 ft., passive Perception 13
  Languages the languages it knew in life
  Challenge 8 (3,900 XP)
  Regeneration. The vampire regains 10 hit points at the start of her 
  turn if it has at least 1 hit point and isn't in sunlight or running water. 
  If the vampire takes radiant damage or damage from holy water, this 
  trait doesn't function at the start of the vampire's next turn.
  Spellcasting. The vampire is an 11th-level spellcaster. Her 
  spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell 
  attacks). She has the following sorcerer spells prepared:
  Cantrips (at will): mage hand, infestation, ray of frost, toll of the dead 
  1st level (4 slots): charm person, mage armor
  2nd level (3 slots): hold person, mirror image, misty step
  3rd level (3 slots): catnap, lightning bolt
  4th level (3 slot): charm monster, greater invisibility
  5th level (2 slot): dominate person, synaptic static
  6th level (1 slot): circle of death
  Sorcery Points. The vampire has 11 sorcery points. She can spend l 
  or more sorcery points as a bonus action to gain one of the following 
  benefits: 
    Heightened Spell: When the vampire casts a spell that forces a 
  
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  Water Weird
  Monstrous Water Weird
  Huge elemental, neutral
  Armor Class 13
  Hit Points 119 (14d10 + 42)
  Speed 0 ft., swim 60 ft.
  STR           DEX           CON           INT           WIS           CHA 
         21 (+5)       16 (+3)       17 (+3)     12 (+1)      10 (+0)      10 (+0)
  Damage Resistances fire; bludgeoning, piercing, and slashing from
    nonmagical weapons
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, paralyzed, poisoned, 
    prone, restrained, unconscious
  Senses blindsight 30 ft., passive Perception 10
  Languages understands Aquan but doesn't speak
  Challenge 7 (2,900 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
  Multiattack. The water weird makes two pseudopod attacks.
  Pseudopod. Melee Weapon Attack: +7  to hit, reach 15 ft., one 
  creature. Hit: 19 (4d6 + 5) bludgeoning damage. If the target is Large 
  or smaller, it is grappled (escape DC 17) and pulled 5 feet toward 
  the water weird. Until this grapple ends, the target is restrained, the 
  water weird tries to drown it, and can't use this pseudopod to attack 
  other targets.
  Monstrous Water Weird  
  The monstrous water weird is a larger species of the water weird.  
  It is able to attack with pseudopods which they use to grab and 
  pull victims into the water to drown.
  
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  Wights
  attack.
  Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 6 (1d6 + 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. 
    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: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) 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.
  Maneuver Allies (Recharge 5-6). Up to four allies within 60 feet of 
  this captain that can hear it can each use their reaction to move up to 
  half their speed without provoking opportunity attacks.
  Reactions
  Directed Strike (3/Day). When a creature the wight can see within 
  30 feet of it makes an attack roll, and the creature can hear the 
  wight, the wight grants advantage to that roll.
  Wight Captain
  Medium undead, neutral evil
  Armor Class 17 (half plate)
  Hit Points 68 (9d8 + 27)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)      14 (+2)       16 (+3)     10 (+0)      13 (+1)      16 (+3)
  Skills Perception +3, Stealth +4
  Damage Resistances necrotic; bludgeoning, piercing, and
    slashing from nonmagical weapons that aren't silvered
  Damage Immunities poison
  Senses darkvision 60 ft., passive Perception 13
  Languages the languages it knew in life
  Challenge 4 (1,100 XP)
  Sunlight Sensitivity. While in sunlight, the wight has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that rely 
  on sight. 
  Distracting Strike (1/Turn). When the wight hits a creature with a  
  weapon attack, the next attack roll against the target by an attacker 
  other than the wight has advantage if the attack is made before the 
  start of the wight's next turn.
  Actions
  Multiattack. The wight makes two longsword attacks or two 
  longbow attacks. It can use its Life Drain in place of one longsword 
  Presented in this section are various advanced versions of the 
  standard wight. 
  
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  Wight Champion
  Medium undead, neutral evil
  Armor Class 20 (plate, shield)
  Hit Points 85 (10d8 + 40)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)      14 (+2)       18 (+4)     10 (+0)      13 (+1)      16 (+3)
  Skills Perception +4, Stealth +5
  Damage Resistances necrotic; bludgeoning, piercing, and
    slashing from nonmagical weapons that aren't silvered
  Damage Immunities poison
  Senses darkvision 60 ft., passive Perception 14
  Languages the languages it knew in life
  Challenge 7 (2,900 XP)
  Indomitable (2/Day). The wight rerolls a failed saving throw.  It must 
  use the new roll.
  Smite (1/Turn). As a bonus action, when the wight hits a creature 
  with a weapon attack, it can expend a 1st level spell slot to deal 2d8 
  necrotic damage to the target. If the wight expends a spell slot of 2nd 
  level or higher, the extra necrotic damage increases by 1d8 for each 
  level above 1st (maximum 5d8). 
  Spellcasting. The wight is a 10th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 14). It has the following paladin 
  spells prepared, and requires no spell components:
  1st level (4 slots): bane, hunter's mark, wrathful smite
  2nd level (3 slots): branding smite, hold person, misty step
  3rd level (2 slots): blinding smite, haste 
  Sunlight Sensitivity. While in sunlight, the wight has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that rely 
  on sight. 
  Turn Resistance. The wight has advantage on saving throws against 
  any effect that turns undead.
  Actions
  Multiattack. The wight makes two melee attacks or two ranged 
  attacks. It can use its Life Drain in place of one melee attack.
  Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 
  Hit: 7 (1d6 + 4) necrotic damage. The target must succeed on a DC 
  15 Constitution saving throw or its hit point maximum is reduced by 
  an amount equal to the damage taken. This 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: +7 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if 
  used with two hands.
  Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 6 (1d4 + 4) bludgeoning damage. If the target is Large 
  or smaller, it must succeed on a DC 15 Strength saving throw or be 
  knocked prone. 
  Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage.
  Wight Hexblade
  Medium undead, neutral evil
  Armor Class 14 (studded leather)
  Hit Points 83 (11d8 + 33)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)      14 (+2)       16 (+3)     10 (+0)      13 (+1)      16 (+3)
  Saving Throws Int +4, Wis +5, Cha +7 
  Skills Perception +5, Stealth +6
  Damage Resistances necrotic; bludgeoning, piercing, and
    slashing from nonmagical weapons that aren't silvered
  Damage Immunities poison
  Senses darkvision 60 ft., passive Perception 14
  Languages the languages it knew in life
  Challenge 8 (3,900 XP)
  Spellcasting. The wight is an 11th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It 
  regains its expended spell slots when it finishes a short or long rest. 
  It knows the following warlock spells:
  Cantrips (at will): eldritch blast, infestation, mage hand, poison spray  
  1st level-5th level (3 5th-level slots): blink, blur, cone of cold, 
    dimension door, dispel magic, elemental weapon, hellish rebuke, 
    misty step, shield, staggering smite, wrathful smite
  1/day each: circle of death
  Hexblade's Curse (Recharges after a Short or Long Rest). As a 
  bonus action, the wight targets a creature it can see within 30 feet 
  of it.  The target is cursed for 1 minute.  The curse ends early if the 
  target dies, the wight dies, or it is incapacitated.  Until the curse 
  ends, the wight gains the following benefits:
  • It deals an extra 3 damage on damage rolls against the cursed 
  target.
  • Any attack roll it makes against the cursed target is a critical hit 
    on a roll of 19 or 20 on the d20. 
  • If the cursed target dies, the wight regains 14 hit points.
  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: +7 to hit, reach 5 ft., one creature. 
  Hit: 6 (1d6 + 3) necrotic damage. The target must succeed on a DC 
  15 Constitution saving throw or its hit point maximum is reduced by 
  an amount equal to the damage taken. This 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: +7 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if 
  used with two hands, plus 4 (1d8) cold damage.
  Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage.
  Reactions
  Armor of Hexes. When hit by an attack roll by a creature cursed by 
  the wight's Hexblade's Curse, roll a d6. On a roll of 4 or higher, the 
  attack instead misses the warlock, regardless of its roll.
  
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  Wight Warlock
  Medium undead, neutral evil
  Armor Class 12
  Hit Points 104 (16d8 + 32)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      14 (+2)       14 (+2)     10 (+0)      13 (+1)      18 (+4)
  Skills Perception +5, Stealth +6
  Damage Resistances necrotic; bludgeoning, piercing, and
    slashing from nonmagical weapons that aren't silvered
  Damage Immunities poison
  Senses darkvision 60 ft., passive Perception 14
  Languages the languages it knew in life
  Challenge 9 (5,000 XP)
  Spellcasting. The wight is an 15th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It 
  regains its expended spell slots when it finishes a short or long rest. 
  It knows the following warlock spells:
  Cantrips (at will): eldritch blast, guidance, mage hand, minor illusion,  
  prestidigitation, shocking grasp 
  1st level-5th level (4 5th-level slots): armor of Agathys, blight, crown 
    of madness, clairvoyance, contact other plane, detect thoughts, 
    dimension door, dissonant whispers, dominate beast, telekinesis, 
    vampiric touch
  1/day each: circle of death, maddening darkness, power word pain 
  Whispering Aura. At the start of each of the wight's turns, each 
  creature of its choice within 5 feet of it must succeed on a DC 16 
  Wisdom saving throw or take 14 (4d6) psychic damage, provided 
  that the wight isn't incapacitated.
  Sunlight Sensitivity. While in sunlight, the wight has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that rely 
  on sight. 
  Actions
  Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 
  Hit: 7 (1d6 + 2) 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. 
    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.
  
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  Feral Wight
  Medium undead, neutral evil
  Armor Class 13
  Hit Points 60 (8d8 + 24)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)      16 (+3)       16 (+3)       9 (-1)       13 (+1)       13 (+1)
  Skills Perception +3, Stealth +4
  Damage Resistances necrotic; bludgeoning, piercing, and
    slashing from nonmagical weapons that aren't silvered
  Damage Immunities poison
  Senses darkvision 60 ft., passive Perception 13
  Languages the languages it knew in life
  Challenge 6 (2,300 XP)
  Life Draining Touch. When a creature is hit by a wight's melee 
  attack, it must succeed on a DC 14 Constitution saving throw or its 
  hit point maximum is reduced by an amount equal to the necrotic 
  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.
  Pounce. If the wight moves at least 20 feet straight toward a 
  creature and then hits it with a claw attack on the same turn, 
  that target must succeed on a DC 15 Strength saving throw or be 
  knocked prone. If the target is prone, the wight can make one bite 
  attack against it as a bonus action.
  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 three attacks: one with its bite and 
  two with its claws. If both claw attacks hit the same creature, the 
  target takes an extra 3 (1d6) slashing damage and must succeed on 
  a DC 15 Constitution saving throw or be stunned until the end of its 
  next turn.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 
  Hit: 11 (2d6 +4) slashing damage plus 3 (1d6) necrotic damage. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 
  Hit: 7 (1d6 +4) slashing damage plus 3 (1d6) necrotic damage. 
  Frost Giant Wight
  Huge undead, neutral evil
  Armor Class 16 (patchwork armor)
  Hit Points 138 (12d12 + 60)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
          25 (+7)      11 (+0)      21 (+5)        9 (-1)        10 (+0)      12 (+1)
  Saving Throws Con +8, Wis +3, Cha +4 
  Skills Athletics +9, Perception +6, Stealth +5
  Damage Resistances necrotic; bludgeoning, piercing, and
    slashing from nonmagical weapons that aren't silvered
  Damage Immunities cold, poison
  Senses darkvision 120 ft., passive Perception 16
  Languages Giant
  Challenge 11 (7,200 XP)
  Magic Resistance. The wight has advantage on saving throws 
  against spells and other magical effects.
  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 greataxe attacks. It can use its 
  Life Drain in place of one greataxe attack. 
  Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 
  Hit: 13 (2d6 + 7) necrotic damage. The target must succeed on a DC 
  17 Constitution saving throw or its hit point maximum is reduced by 
  an amount equal to the damage taken. This 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.
  Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 
  Hit: 26 (3d12 + 7) slashing damage.
  Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one
  target. Hit: 29 (4d10 + 7) bludgeoning damage.
  
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  against spells and other magical effects.
  Innate Spellcasting (Psionics). The wight's innate spellcasting 
  ability is Intelligence (spell save DC 15). It can innately cast the 
  following spells, requiring no components: 
  At will: detect thoughts, levitate
  1/day each: dominate monster, plane shift (self only) 
  Sunlight Sensitivity. While in sunlight, the wight has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that rely 
  on sight. 
  Actions
  Tentacles. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 
  Hit: 15 (2d10 + 4) psychic damage plus 7 (2d6) necrotic damage.  If 
  the target is Medium or smaller, it is grappled (escape DC 15) and 
  must succeed on a DC 15 Intelligence saving throw or be stunned 
  until this grapple ends.
  Extract Brain. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  incapacitated humanoid grappled by the wight. Hit: 55 (10d10) 
  piercing damage plus 3 (1d6) necrotic damage.  If this damage 
  reduces the target to 0 hit points, the wight kills the target by 
  extracting and devouring its brain. 
  Mind Blast (Recharge 5-6). The wight magically emits psychic 
  energy in a 60-foot cone. Each creature in that area must succeed 
  on a DC 15 Intelligence saving throw or take 21 (4d8 + 3) psychic 
  damage and be stunned 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.
  Mind Flayer Wight
  Medium undead, neutral evil
  Armor Class 15
  Hit Points 98 (13d8 + 39)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      14 (+2)       16 (+3)     17 (+3)      17 (+3)     17 (+3)
  Saving Throws Int +7, Wis +7, Cha +7 
  Skills Perception +8, Stealth +7
  Damage Resistances necrotic; bludgeoning, piercing, and
    slashing from nonmagical weapons that aren't silvered
  Damage Immunities poison
  Senses darkvision 120 ft., passive Perception 16
  Languages Deep Speech, Undercommon , telepathy 120 ft.
  Challenge 9 (5,000 XP)
  Life Draining Touch. When a creature is hit by a wight's melee 
  attack, it must succeed on a DC 14 Constitution saving throw or its 
  hit point maximum is reduced by an amount equal to the necrotic 
  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. 
  Magic Resistance. The wight has advantage on saving throws 
  
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  Will-o-Wisp
  Dread Will-o-Wisp
  Tiny undead, chaotic evil
  Armor Class 20
  Hit Points 63 (18d4 + 18)
  Speed 0 ft., fly 50 ft. (hover)
  STR           DEX           CON           INT           WIS           CHA 
           1 (-5)        30 (+10)     12 (+1)     15 (+2)      16 (+3)      15 (+2)
  Damage Immunities lightning, poison
  Damage Resistances acid, cold, fire, necrotic, thunder; bludgeoning, 
    piercing, and slashing from nonmagical weapons
  Condition Immunities exhaustion, grappled, paralyzed, poisoned, 
    prone, restrained, unconscious
  Senses darkvision 120 ft., passive Perception 12
  Languages the languages it knew in life
  Challenge 5 (1,800 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 13 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 difficu lt 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 offeet equal to 
  the chosen radius. The will-o'-wisp can alter the radius as a bonus 
  action.
  Whispers of Hope and Despair. A creature that starts its turn within 
  20 feet of the will-o-wisp must succeed on a DC 13 Wisdom saving 
  throw, unless the will-o-wisp is incapacitated. On a failed save, the 
  target is charmed until the start of its next turn. While charmed by 
  the will-o-wisp, the target, during each of its turns, is unable to do 
  any action except use a Dash action and move up to its speed to a 
  space of the will-o-wisp's choice that the will-o-wisp can see.  If the 
  creature cannot reach it, it must move to the nearest possible space 
  to the designated space.  A target isn't compelleded to move into an 
  obviously deadly hazard, such as a fire or pit, but it might not notice 
  hidden hazards such as quicksand, and it will provoke opportunity 
  attacks to move toward the space designated. Constructs and 
  undead are immune to this effect.
  Actions
  Multiattack. The will-o-wisp uses its Shock twice.
  Shock. Melee Spell Attack: +6 to hit, reach 5 ft., one creature.
  Hit: 13 (3d8) 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).
  Dread Will-o-Wisp  
  The dread will-o-wisp is an older more ancient will-o-wisp that 
  has consumed hundreds of lives over its existence.  What makes 
  it more dangerous aside from its advanced attacks is its ability to 
  affect the will of its possible prey, instilling suicidal thoughts and 
  leading them to their deaths.
  
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  Wraiths
  on each of its turns, unless there is nowhere to move, in which 
  case it needn't take the Dash action. If the creature ends its turn 
  in a location where it doesn't have line of sight to the wraith, the 
  creature can repeat the saving throw. On a success, the effect ends If 
  a creature's saving throw is successful, the creature is immune to the 
  wraith's Fear Aura for the next 24 hours. 
  Incorporeal Movement. The wraith can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if she ends her turn inside an object.
  Sunlight Sensitivity. While in sunlight, the specter has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that rely 
  on sight. 
  Actions
  Life Drain. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. 
  Hit:  Hit: 31 (6d8 + 4) necrotic damage. The target must succeed 
  on a DC 16 Constitution saving throw or its hit point maximum is 
  reduced by an amount equal to the damage taken. This reduction 
  lasts until the creature 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.
  Dread Wraith
  Large undead, neutral evil
  Armor Class 13
  Hit Points 126 (12d10 + 60)
  Speed 0 ft., fly 60 ft. (hover)
  STR           DEX           CON           INT           WIS           CHA 
          10 (+0)      17 (+3)       20 (+5)     13 (+1)      15 (+2)      16 (+3)
  Damage Resistances acid, cold, fire, lightning, thunder; 
    bludgeoning, piercing, and slashing from nonmagical weapons that 
    aren't silvered
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, grappled, 
    paralyzed, petrified, poisoned, prone, restrained, unconscious
  Senses darkvision 120 ft., passive Perception 13
  Languages the languages it knew in life 
  Challenge 8 (3,900 XP)
  Detect Life. The wraith can magically sense the presence of living 
  creatures up to 120 feet away. It knows the general direction they're 
  in but not their exact locations. 
  Fear Aura. A creature that starts its turn within 20 feet of the wraith 
  must succeed on a DC 14 Wisdom saving throw, unless the wraith 
  is incapacitated. On a failed save, the creature is frightened for 1 
  minute.  While frightened in this way, a creature must take the Dash 
  action and move away from the wraith by the safest available route 
  Dread Wraith  
  The fearsome dread wraith is a larger and more powerful variety 
  of wraith.  It constantly radiates an aura of fear that causes those 
  who are unable to resist it to immediately run and flee.
  
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  Actions
  Multiattack. The wraith uses Command Undead.  It then makes 
  two greatsword attacks. It can use its Life Drain in place of one 
  greatsword attack.
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 18 (4d6 + 4) slashing damage plus 4 (1d8) necrotic damage.
  Life Drain. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. 
  Hit:  Hit: 35 (7d8 + 4) necrotic damage. The target must succeed 
  on a DC 18 Constitution saving throw or its hit point maximum is 
  reduced by an amount equal to the damage taken. This reduction 
  lasts until the creature finishes a long rest. The target dies if this 
  effect reduces its hit point maximum to 0. 
  Command Undead. The wraith targets one undead ally it can see 
  within 30 feet of it and gives it a telepathic command. The target can 
  use its reaction to move up to half its speed and make one weapon 
  attack. 
  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.
  Legendary Actions
  The wraith 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 wraith regains spent 
  legendary actions at the start of its turn.
  Move. The wraith moves up to its speed without provoking
    opportunity attacks.
  Attack. The wraith makes one greatsword attack.
  Command. The wraith uses Command Undead.
  Life Drain (Costs 2 Actions). The wraith uses Life Drain.
  Disrupt Life (Costs 3 Actions). Each living creature within 20 feet 
    of the wraith must make a DC 18 Constitution saving throw  
    against this magic, taking 17 (5d6) necrotic damage on a failed 
    save, or half as much damage on a successful one.
  Dread Wraith Lord
  Large undead, neutral evil
  Armor Class 14
  Hit Points 158 (15d10 + 75)
  Speed 0 ft., fly 60 ft. (hover)
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)      18 (+4)       20 (+5)     14 (+2)      16 (+3)      17 (+3)
  Damage Resistances acid, cold, fire, lightning, thunder; 
    bludgeoning, piercing, and slashing from nonmagical weapons that 
    aren't silvered
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, grappled, 
    paralyzed, petrified, poisoned, prone, restrained, unconscious
  Senses darkvision 120 ft., passive Perception 13
  Languages the languages it knew in life 
  Challenge 13 (8,400 XP)
  Detect Life. The wraith can magically sense the presence of living 
  creatures up to 120 feet away. It knows the general direction they're 
  in but not their exact locations. 
  Fear Aura. A creature that starts its turn within 20 feet of the wraith 
  must succeed on a DC 16 Wisdom saving throw, unless the wraith 
  is incapacitated. On a failed save, the creature is frightened for 1 
  minute.  While frightened in this way, a creature must take the Dash 
  action and move away from the wraith by the safest available route 
  on each of its turns, unless there is nowhere to move, in which 
  case it needn't take the Dash action. If the creature ends its turn 
  in a location where it doesn't have line of sight to the wraith, the 
  creature can repeat the saving throw. On a success, the effect ends If 
  a creature's saving throw is successful, the creature is immune to the 
  wraith's Fear Aura for the next 24 hours. 
  Incorporeal Movement. The wraith can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if she ends her turn inside an object.
  Sunlight Sensitivity. While in sunlight, the specter has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that rely 
  on sight. 
  Dread Wraith Lord 
  Some restless spirits of once powerful tyrannical kings sometimes 
  form into dread wraith lords.  These insane, evil, and malevolent 
  spirits try to capture their former glory and rebuild armies of 
  undead to take back what they believe used to be theirs, vowing 
  revenge on the descendants of all those that brought about their 
  downfall.
  
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  Wyvern
  Ancient Wyvern
  Huge dragon, unaligned
  Armor Class 14 (natural armor)
  Hit Points 196 (17d12 + 18)
  Speed 20 ft., fly 80 ft.
  STR           DEX           CON           INT           WIS           CHA 
          23 (+6)     10 (+10)      20 (+5)       6 (-2)       13 (+1)         6 (-2)
   
  Skills Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages -----
  Challenge 12 (8,400 XP)
  Actions
  Multiattack. The wyvern makes two attacks: one with its bite and 
  one with its stinger. While flying, it can use its claws in place of one 
  other attack.
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature.
  Hit: 13 (2d6 + 6) piercing damage.
  Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
  Hit: 15 (2d8 + 6) slashing damage.
  Stinger. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. 
  Hit: 13 (2d6 + 6) piercing damage. The target must make a DC 17 
  Constitution saving throw, taking 24 (7d6) poison damage on a failed 
  save, or half as much damage on a successful one.
  Legendary Actions
  The wyvern can take three 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 wyvern 
  regains spent legendary actions at the start of its turn.
  Detect. The wyvern makes a Wisdom (Perception) check.
  Bite. The wyvern makes a bite attack.
  Sting (Costs 2 Actions). The wyvern attacks with its stinger.
  Wing Attack (Costs 2 Actions). The wyvern beats its wings. Each 
  creature within 15 feet of the wyvern must succeed on a DC 18 
  Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and 
  be knocked prone. The wyvern can then fly up to half its flying speed. 
  Ancient Wyvern
  Very rarely do wyverns reach an age where they can grow to a 
  huge size.  They are often slain by by chromatic dragons before 
  they can get any bigger.  But when they do survive long enough to 
  reach an ancient age, they make very deadly foes.
  
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  Elder Xorn
  Large elemental, neutral
  Armor Class 20 (natural armor)
  Hit Points 138 (11d10 + 84)
  Speed 20 ft., burrow 20 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          19 (+4)      10 (+0)       24 (+7)     12 (+1)      11 (+0)      12 (+1)
  Skills Perception +8, Stealth +4
  Damage Resistances piercing and slashing from nonmagical 
    weapons that aren't adamantine
  Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 16
  Languages Terran 
  Challenge 9 (5,000 XP)
  Earth Glide. The xorn can burrow through nonmagical, unworked 
  earth and stone. While doing so, the xorn doesn't disturb the 
  material it moves through.
  Stone Camouflage. The xorn has advantage on Dexterity (Stealth) 
  checks made to hide in rocky terrain. 
  Treasure Frenzy. The xorn has advantage on melee attack rolls 
  against a creature that is carrying or holding more than 500 gold 
  pieces worth of gems and precious metals.
  Treasure Sense. The xorn can pinpoint, by scent, the location of 
  precious metals and stones, such as coins and gems, within 60 feet 
  of it.
  Actions
  Multiattack. The xorn makes three claw attacks and one bite attack.
  Claw. Melee WeaPon Attack: +8 to hit, reach 5 ft., one target.
  Hit: 8 (1d8 + 4) slashing damage.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
  Hit: 17 (3d8 + 4) piercing damage.
  Xorn
  Edler Xorn
  Elder xorn are larger and less patient than the standard xorn.  
  Whereas a normal xorn might converse with and beg from owners 
  to give up their treasure, an elder xorn will simply demand it.  It  
  gets easily agitated when its demand is ignored, and may outright 
  attack.  Due to its size, it often craves for treasure constantly.  It 
  can sniff and pinpoint the location of treasure, and uncontrollably 
  enters into a savage frenzy when it detects someone carrying a 
  large amount of treasure.
  
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  Yeti Shaman
  Large monstrosity, chaotic evil
  Armor Class 12 (natural armor)
  Hit Points 85 (10d10 + 30)
  Speed 40 ft., climb 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)      13 (+1)       16 (+3)       9 (-1)       16 (+3)        7 (-2)
  Skills Perception +5, Stealth +4
  Damage Immunities cold
  Senses darkvision 60 ft., passive Perception 15
  Languages Yeti
  Challenge 5 (1,800 XP)
  Fear of Fire. If the yeti takes fire damage, it has disadvantage on 
  attack rolls and ability checks until the end of its next turn.
  Keen Smell. The yeti has advantage on Wisdom (Perception) checks 
  that rely on smell.
  Spellcasting. The yeti is a 9th-level spellcaster. Its spellcasting ability 
  is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the 
  following druid spells prepared:
  Cantrips (at will): druidcraft, frostbite, mending, shape water
  1st level (4 slots): earth tremor, ice knife, healing word, thunderwave
  2nd level (3 slots): hold person, spike growth, warding wind  
  3rd level (3 slots): dispel magic, erupting earth, sleet storm, slow
  4th level (3 slots): charm monster, freedom of movement, ice storm, 
    stoneskin
  5th level (1 slot): commune with nature, cone of cold, wrath of nature 
  Snow Camouflage. The yeti has advantage on Dexterity (Stealth) 
  checks made to hide in snowy terrain.
  Actions
  Multiattack. The yeti can use its Chilling Gaze and makes two claw 
  attacks .
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
  Hit: 7 (ld6 + 4) slashing damage plus 4 (ld8) cold damage.
  Chilling Gaze. The yeti targets one creature it can see within 30 
  feet of it. If the target can see the yeti, the target must succeed on 
  a DC 14 Constitution saving throw against this magic or take 10 
  (3d6) cold damage and then be paralyzed for 1 minute, unless it is 
  immune to cold damage. The target can repeat the saving throw at 
  the end of each of its turns, ending the effect on itself on a success. If 
  the target's saving throw is successful, or if the effect ends on it, the 
  target is immune to the Chilling Gaze of all yetis (but not abominable 
  yetis) for 1 hour.
  Yetis
  Yeti Snowstalker
  Large monstrosity, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 77 (9d10 + 30)
  Speed 40 ft., climb 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          20 (+5)      16 (+3)      16 (+3)        9 (-1)       12 (+1)        7 (-2)
  Skills Perception +3, Survival +3, Stealth +5
  Damage Immunities cold
  Senses darkvision 60 ft., passive Perception 13
  Languages Yeti
  Challenge 4 (1,100 XP)
  Fear of Fire. If the yeti takes fire damage, it has disadvantage on 
  attack rolls and ability checks until the end of its next turn.
  Keen Smell. The yeti has advantage on Wisdom (Perception) checks 
  that rely on smell.
  Stealthy. On each of its turns, the yeti can use a bonus action to take 
  the Hide action. 
  Snow Strider. Moving through nonmagical difficult snowy terrain 
  doesn't cost the yeti extra movement.
  Slay Foe (1/Turn). The yeti deals an extra 9 (2d8) damage with its 
  weapon attack if it hits a creature that doesn't have all its hit points.
  Snow Camouflage. The yeti has advantage on Dexterity (Stealth) 
  checks made to hide in snowy terrain.
  Actions
  Multiattack. The yeti can use its Chilling Gaze and makes two claw 
  attacks .
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
  Hit: 8 (ld6 + 5) slashing damage plus 3 (ld6) cold damage.
  Chilling Gaze. The yeti targets one creature it can see within 30 
  feet of it. If the target can see the yeti, the target must succeed on 
  a DC 13 Constitution saving throw against this magic or take 10 
  (3d6) cold damage and then be paralyzed for 1 minute, unless it is 
  immune to cold damage. The target can repeat the saving throw at 
  the end of each of its turns, ending the effect on itself on a success. If 
  the target's saving throw is successful, or if the effect ends on it, the 
  target is immune to the Chilling Gaze of all yetis (but not abominable 
  yetis) for 1 hour.
  Shaman
  Yeti shamans are druids that can draw and 
  manipulate the arctic cold.  They are often the 
  leaders of their tribe, or serve as advisors to the 
  abominable yeti.
  Snowstalker
  Snowstalkers are yeti hunters and scouts that are 
  nearly invisible in snowy terrain.  Its victims never realize 
  they are already right beside them.
  
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  Yuan-ti Abomination Champion
  Large monstrosity (shapechanger, yuan-ti), neutral evil
  Armor Class 18 (breastplate, shield)
  Hit Points 171 (18d10 + 72)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
          20 (+5)      14 (+2)       18 (+4)     17 (+3)      16 (+3)      18 (+4)
  Saving Throws Str +9, Con +8, Wis +7, Cha +8 
  Skills Perception +7, Stealth +6
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 16
  Languages Abyssal, Common, Draconic
  Challenge 11 (7,200 XP)
  Indomitable (2/Day). The yuan-ti rerolls a failed saving throw.  It 
  must use the new roll.
  Shapechanger. The yuan-ti can use its action to polymorph into a 
  Large snake, or back into its true form. Its statistics are the same in 
  each form. Any equipment it is wearing or carrying isn't transformed. 
  It doesn't change form if it dies.
  Innate Spellcasting (Abomination Form Only). The yuan-ti's innate 
  spellcasting ability is Charisma (spell save DC 15). The yuan-ti 
  can innately cast the following spells, without providing material 
  components:
  At will: animal friendship (snakes only) 
  3/day: suggestion
  1/day: fear
  Spellcasting. The yuan-ti is a 17th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It 
  has the following paladin spells prepared:
  1st leve l (4 slots): command, compelled duel, thunderous smite
  2nd level (3 slots): branding smite, hold person
  3rd level (3 slots): dispel magic, haste
  4th level (3 slots): banishment, staggering smite
  5th level (1 slot): banishing smite, destructive wave
  Magic Resistance. The yuan-ti has advantage on saving throws 
  against spells and other magical effects.
  Smite (1/Turn). As a bonus action, when the yuan-ti hits a creature 
  with a weapon attack, it can expend a 1st level spell slot to deal 2d8 
  radiant or necrotic damage to the target. If the yuan-ti expends a 
  spell slot of 2nd level or higher, the extra damage increases by 1d8 
  for each level above 1st (maximum 5d8). 
  Actions
  Multiattack (Abomination Form Only). The yuan-ti makes two 
  ranged attacks or three melee attacks, but can use its bite and 
  constrict attacks only once each.
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
  Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) poison damage. 
  Constrict. Melee Weapon Attack: +9 to hit, reach 10 ft., one target 
  Hit: 12 (2d6 + 5) bludgeoning damage, and the target is grappled 
  (escape DC 16). Until this grapple ends, the target is restrained, and 
  the yuan-ti can't constrict another target 
  Scimitar (Abomination Form Only). Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
  Longbow (Abomination Form Only). Ranged Weapon Attack: +6 to 
  hit, range 150/600 ft., one target. Hit: 11 (2d8 + 2) piercing damage 
  Yuan-Ti
  Abomination Champion
  An abomination champion is a terrifying blackguard that often 
  leads and commands yuan-ti soldiers.  They normally worship 
  Sseth, but a few worship other demon lords.
  
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  Chapter 1. Bestiary
  Yuan-ti Malison Junglestalker
  Large monstrosity (shapechanger, yuan-ti), neutral evil
  Armor Class 14
  Hit Points 98 (15d8 + 30)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)      18 (+4)       14 (+2)     14 (+2)      14 (+2)      16 (+3)
  Skills Deception +6, Perception +5, Survival +5, Stealth +7
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 15
  Languages Abyssal, Common, Draconic
  Challenge 5 (1,800 XP)
  Shapechanger. The yuan-ti can use its action to polymorph into a 
  Large snake, or back into its true form. Its statistics are the same in 
  each form. Any equipment it is wearing or carrying isn't transformed. 
  It doesn't change form if it dies.
  Innate Spellcasting (Abomination Form Only). The yuan-ti's innate 
  spellcasting ability is Charisma (spell save DC 15). The yuan-ti 
  can innately cast the following spells, without providing material 
  components:
  At will: animal friendship (snakes only) 
  3/day: suggestion
  Jungle Strider. Moving through nonmagical difficult jungle terrain 
  doesn't cost the yuan-ti extra movement. 
  Spellcasting. The yuan-ti is a 9th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 13). It has the following ranger 
  spells prepared:
  1st level (4 slots): ensnaring strike, hunter's mark 
  2nd level (3 slots): cordon of arrows, spike growth
  3rd level (2 slots): conjure barrage, lightning arrow
  Stealthy. On each of its turns, the yuan-ti can use a bonus action to 
  take the Hide action.
  Magic Resistance. The yuan-ti has advantage on saving throws 
  against spells and other magical effects.
  Slay Foe (1/Turn). The yuan-ti deals an extra 13 (3d8) damage with 
  its weapon attack if it hits a creature that doesn't have all its hit 
  points. 
  Actions
  Multiattack (Abomination Form Only). The yuan-ti makes two 
  ranged attacks or two melee attacks, but can can constrict only once.
  Bite (Snake Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one creature. Hit: 6 (1d4 + 4) piercing damage plus 7 (2d6) poison 
  damage. 
  Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one target 
  Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled 
  (escape DC 16). Until this grapple ends, the target is restrained, and 
  the yuan-ti can't constrict another target 
  Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
  Longbow (Abomination Form Only). Ranged Weapon Attack: +7 to 
  hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage 
  Malison Junglestalker
  The yuan-ti malison junglestalker is an exceptional ranger and 
  gifted archer.  It is able to slither through the densest jungle 
  without difficulty while remaining nearly invisible to the naked eye.
  
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  Chapter 1. Bestiary
  Yugoloth
  Baernoloth
  Large fiend (yugoloth), neutral evil
  Armor Class 20 (natural armor)
  Hit Points 210 (20d10 + 144)
  Speed 40 ft., fly 60 ft.
  STR           DEX           CON           INT           WIS           CHA 
         18 (+4)       16 (+3)      20 (+5)      20 (+5)      17 (+3)      21 (+5)
  Skills Arcana +10, Deception +10, Insight +8, Perception +8
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, and 
    slashing from non magical weapons
  Damage Immunities acid, poison
  Condition Immunities charmed, frightened, poisoned
  Senses truesight 120 ft., passive Perception 18
  Languages Abyssal, Infernal, telepathy 120 ft. 
  Challenge 16 (15,000 XP)
  Innate Spellcasting. The baernoloth's innate spellcasting ability is 
  Charisma (spell save DC 18). The baernoloth can innately cast the 
  following spells, without providing material components:
  At will: alter self, clairvoyance, cure wounds, darkness, detect magic, 
  detect thoughts, dispel magic, invisibility (self only), suggestion
  3/day each: cloudkill, dimension door, fear, synaptic static 
  1/day each: power word pain, symbol, weird
  Magic Resistance. The baernoloth has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The baernoloth's weapon attacks are magical. 
  Pain Echo (1/Turn). As a bonus action, the baernoloth targets one 
  creature within 60 feet.  The target takes psychic damage equal to 
  the amount of damage it took from the baernoloth's last melee attack 
  that hit it within the past 24 hours and must make a DC 18 Wisdom 
  saving throw or be frightened until the end of the baernoloth's next 
  turn.
  Actions
  Multiattack. The baernoloth makes three attacks: one with its bite 
  and two with its claws.
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 
  13 (2d8 + 4) piercing damage plus 9 (2d8) necrotic damage.  If the 
  target is a creature, it must succeed on a DC 18 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.
  Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) slashing damage.
  Teleport. The baernoloth magically teleports, along with any 
  equipment it is wearing or carrying, up to 60 feet to an unoccupied 
  space it can see.
  Mass Pain Echo (Recharge 5-6). Each creature within 60 feet of the 
  baernoloth takes psychic damage equal to the amount of damage 
  it took from the baernoloth's last melee attack that hit it within the 
  past 24 hours and must make a DC 18 Wisdom saving throw or be 
  frightened until the end of the baernoloth's next turn.
  Legendary Actions
  The baernoloth can take three 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 baernoloth 
  regains spent legendary actions at the start of its turn.
  Claw. The baernoloth makes a claw attack.  
  Bite (Costs 2 Actions). The baernoloth makes a bite attack.  
  Teleport (Costs 2 Actions). The baernoloth magically teleports, 
    along with any equipment it is wearing or carrying, up to 60 feet to 
    an unoccupied space it can see.
  Cast a Spell (Costs 3 Actions). The baernoloth casts a spell from its 
    list of innate spells, using a spell slot as normal.
  Baernoloth
  This horrid and lanky creature stands 9-foot tall and weighs about 
  500 pounds.  Its gaunt oversized head looks like that of a horse's 
  skull, with thin skin barely covering it.  Necrotic ooze drips from 
  its foul maw.  Disgusting warts and pus-filled sores riddle its 
  leathery hide.  Its gangly limbs end in terrible claws that can rip 
  flesh like knife through butter.
    Reclusive Lords. It is said that the baernoloths were the first 
  yugoloths, or were the creators of the yugoloths.  Whether that is 
  true or not, the baernoloth all but vanished, leaving the ultroloths 
  in charge.  The baernoloths went to the Gray Waste, and now 
  live as reclusive hermits in well-guarded towers.  They no longer 
  interact with other yugoloths, except for ultroloths, who pay tribute 
  to them, in return for the baernoloth's wisdom and guidance.  
  Ultroloths may command armies of yugoloths, but it is the 
  baernoloths that secretly provide direction to the ultroloths.
    Collector of Secrets. Not unlike arcanoloths, baernoloths collect 
  secret lores and answers to mysteries that they can use for their 
  own ends.  They also appear to know more about other fiends.  In 
  particular, their strengths and weaknesses that they can exploit.  It 
  is often for this reason that ultroloths seek them out.
    Fiendish Sadists. If there is one thing that baernoloths love 
  more than acquiring secrets, it is to torture intelligent beings.  
  Even if they are trying to extract information, witnessing intense 
  agony and fear from their victims appears to give them more 
  satisfaction than acquiring the information itself.  So much so that 
  they bring back their victims from the brink of death by curing 
  them fully of their wounds, only to repeat the torture once again.  
  
  295
  Chapter 1. Bestiary
  Zombies
  Feral Zombie
  Medium undead, chaotic evil
  Armor Class 8
  Hit Points 9 (2d8)
  Speed 20 ft.
  STR           DEX           CON           INT           WIS           CHA 
          13 (+1)        6 (-2)        10 (+0)       3 (-4)         6 (-2)          5 (-3)
  Damage Immunities poison
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 8
  Languages -----
  Challenge 1/2 (100 XP)
  Blood Frenzy. The feral zombie has advantage on melee attack rolls 
  against any creature that doesn't have all its hit points. 
  Keen Smell. The feral zombie has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Pounce. If the feral zombie moves at least 20 feet straight toward a 
  creature and then hits it with its claws on the same turn, that target 
  must succeed on a DC 11 Strength saving throw or be knocked 
  prone.
  Create Feral Zombie.  A creature slain by the feral zombie rises as a 
  feral zombie.
  Actions
  Multiattack. The feral zombie makes two attacks: one with its bite 
  and one with its claws.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) piercing damage.  If the target is a creature, it must 
  succeed on a DC 10 Constitution saving throw or be diseased. 
  The diseased target can't regain hit points and must make a DC 
  10 Constitution saving throw every hour or its hit point maximum 
  decreases by 3 (1d6). If the disease reduces the target's hit point 
  maximum to 0, the target dies, and its corpse turns into a feral 
  zombie.  The disease lasts until removed by a lesser restoration spell 
  or similar magic. 
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 6 (2d4 + 1) slashing damage.
  Spore Zombie
  Medium undead, neutral evil
  Armor Class 9
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          13 (+1)        8 (-1)      12 (+1)        3 (-4)         6 (-2)          5 (-3)
  Damage Vulnerabilities fire, radiant
  Damage Immunities poison
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 8
  Languages -----
  Challenge 1 (200 XP)
  Infect.  Each time a creature is hit by a spore zombie's melee 
  attack, it must succeed on a DC 12 Constitution saving throw or be 
  diseased. The diseased target can't regain hit points, and its hit point 
  maximum decreases by 4 (1d8) for every hour that elapse. If the 
  disease reduces the target's hit point maximum to 0, the target dies, 
  and its corpse turns into a spore zombie.  The disease lasts until 
  removed by a lesser restoration spell or similar magic.
  Sunlight Hypersensitivity. The spore zombie takes 5 radiant 
  damage when it starts its turn in sunlight. While in sunlight, it has 
  disadvantage on attack rolls and ability checks.   
  Actions
  Multiattack. The spore zombie makes two attacks: one with its bite 
  and one with its claws.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) piercing damage.  
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 6 (2d4 + 1) slashing damage.
  Feral Zombie
  Typical zombies are animated from corpses by spellcasters.  
  A feral zombie is created from a cannibal's corpse and then 
  magically cursed by a priest of Orcus.  These normally turn into 
  ghouls, but instead they turn into feral zombies.  Orcus's aim is to 
  spread undeath, and the feral zombie is one of the ways to do it 
  rapidly.
    
  Spore Zombie
  A spore zombie is a zombie created through a foul ritual by clerics 
  of Zuggtmoy.  These zombies are infected by spores and they 
  spread them by slaying living creatures and turning them into 
  spore zombies.
    
    
  
  296
  Appendix I. Miscellaneous Creatures
  Appendix A: Miscellaneous Creatures 
  Cave Bear
  Large beast, unaligned
  Armor Class 12
  Hit Points 60 (7d10 + 21)
  Speed 40 ft., climb 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          22 (+6)      10 (+0)       16 (+3)       2 (-4)        13 (+1)       7 (-2)
  Skills Perception +3 
  Senses darkvision 60 ft., passive Perception 13
  Languages -----
  Challenge 3 (700 XP)
  Keen Smell. The bear has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Actions
  Multiattack. The bear makes two attacks: one with its bite and two 
  with its claws.  If both claw attacks hit a Large or smaller creature, 
  the target must succeed on a DC 16 Strength saving throw or be 
  knocked prone.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 10 (1d8 + 6) piercing damage.   
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 9 (1d6 + 6) slashing damage.
  Dire Bear
  Huge beast, unaligned
  Armor Class 14
  Hit Points 105 (10d12 + 40)
  Speed 40 ft., climb 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          24 (+7)      10 (+0)       18 (+4)       2 (-4)        13 (+1)       7 (-2)
  Skills Perception +3 
  Senses darkvision 60 ft., passive Perception 13
  Languages -----
  Challenge 6 (2,300 XP)
  Keen Smell. The bear has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Actions
  Multiattack. The bear makes two attacks: one with its bite and two 
  with its claws.  If both claw attacks hit a Large or smaller creature, 
  the target must succeed on a DC 18 Strength saving throw or be 
  knocked prone.
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 15 (2d8 + 6) piercing damage.   
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 13 (2d6 + 6) slashing damage.
  
  297
  Appendix I. Miscellaneous Creatures
  Giant Army Ant
  Small beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 11 (2d6 + 4)
  Speed 30 ft., climb 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          12 (+1)      10 (+0)       14 (+2)       2 (-4)       10 (+0)        3 (-4)
  Senses darkvision 60 ft., passive Perception 11
  Languages -----
  Challenge 1/4 (50 XP)
  Keen Smell. The ant has advantage on Wisdom (Perception) checks 
  that rely on smell.
  Pack Tactics. The ant has advantage on an attack roll against 
  a creature if at least one of the ant's allies is within 5 feet of the 
  creature and the ally isn't incapacitated.
  Spider Climb. The ant can climb difficult surfaces, including upside 
  down on ceilings, without needing to make an ability check.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) slashing damage.   If the bite hits a creature, the ant 
  can make a sting attack as a bonus action.
  Sting. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) piercing damage, and the target must make a DC 12 
  Constitution saving throw, taking 7 (2d6) poison damage on a failed 
  save, or half as much damage on a successful one. 
  Giant Assassin Bug
  Medium beast, unaligned
  Armor Class 12
  Hit Points 16 (3d8 + 3)
  Speed 30 ft., climb 20 ft.
  STR           DEX           CON           INT           WIS           CHA 
          10 (+0)      14 (+2)       12 (+1)       2 (-4)       12 (+1)        3 (-4)
  Skills Stealth +4 
  Senses darkvision 60 ft., passive Perception 11
  Languages -----
  Challenge 1/2 (100 XP)
  Ambusher. The assassin bug has advantage on attack rolls against 
  any creature it has surprised.
  Keen Smell. The assassin bug has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Spider Climb. The assassin bug can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Actions
  Rostrum Stab. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 6 (1d8 + 2) piercing damage, the assassin bug attaches 
  to the target, and the target must make a DC 11 Constitution saving 
  throw or be poisoned for 1 minute.  The target is paralyzed while 
  poisoned in this way.  A creature can repeat the saving throw at 
  the end of each of its turns, ending the effect on itself on a success. 
  While attached, the assassin bug doesn't attack. Instead, at the 
  start of each of the assassin bug's turns, the target loses 6 (1d8 + 
  2) hit points due to blood loss.  The assassin bug can detach itself 
  by spending 5 feet of its movement. It does so after it drains 30 
  hit points of blood from the target or the target dies. A creature, 
  including the target, can use its action to detach the assassin bug.
  
  298
  Appendix I. Miscellaneous Creatures
  Giant Bullfrog
  Large beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 76 (8d10 + 32)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)      13 (+1)       18 (+4)       2 (-4)       11 (+0)        3 (-4)
  Skills Perception + 2, Stealth +3 
  Senses darkvision 30 ft., passive Perception 12
  Languages -----
  Challenge 2 (450 XP)
  Amphibious. The bullfrog can breathe air and water.
  Standing Leap. The bullfrog's long jump is up to 30 feet and its high 
  jump is up to 15 feet, with or without a running start.
  Sticky Tongue. The bullfrog has advantage on Strength (Athletics) 
  checks when contesting against a creature's attempt to escape a 
  grapple.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 12 (2d8 + 3) piercing damage, and the target is grappled
  (escape DC 13). Until this grapple ends, the target is restrained,
  and the bullfrog can't bite another target.
  Swallow. The bullfrog makes one bite attack against a Medium or
  smaller target it is grappling. If the attack hits, the target is
  swallowed, and the grapple ends. The swallowed target is
  blinded and restrained, it has total cover against attacks and
  other effects outside the bullfrog, and it takes 7 (2d6) acid damage
  at the start of each of the bullfrog's turns. The bullfrog can have only
  one Medium target or two Small targets swallowed at a time.
    If the bullfrog takes 10 damage or more on a single turn from a 
  creature inside it, the bullfrog must succeed on a DC 12 Constitution 
  saving throw at the end of that turn or regurgitate all swallowed 
  creatures, which fall prone in a space within 10 feet of the bullfrog. 
  If the bullfrog dies, a swallowed creature is no longer restrained by it 
  and can escape from the corpse by using 5 feet of movement, exiting 
  prone.
  Giant Caecilia
  Large monstrosity, unaligned
  Armor Class 12 (natural armor)
  Hit Points 51 (6d10 + 18)
  Speed 30 ft., burrow 20 ft., swim 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)        9 (-1)        16 (+3)       1 (-5)          8 (-1)          4 (-3)
  Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9
  Languages -----
  Challenge 2 (450 XP)
  Amphibious. The caecilia can breathe air and water.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage and the 
  target is grappled (escape DC 14). Until this grapple ends, the target 
  is restrained, and the caecilia can't bite another target.  
  Swallow. The caecilia makes one bite attack against a Medium or
  smaller target it is grappling. If the attack hits, the target is
  swallowed, and the grapple ends.  A swallowed creature is blinded 
  and restrained, it has total cover against attacks and other effects 
  outside the caecilia, and it takes 7 (2d6) acid damage at the start of 
  each of the caecilia's turns.
    If the caecilia takes 10 damage or more on a single turn from a 
  creature inside it, the caecilia must succeed on a DC 12 Constitution 
  saving throw at the end of that turn or regurgitate all swallowed 
  creatures, which fall prone in a space within 10 feet of the caecilia. 
  If the caecilia dies, a swallowed creature is no longer restrained by it 
  and can escape from the corpse by using 5 feet of movement, exiting 
  prone.
  
  299
  Appendix I. Miscellaneous Creatures
  Giant Robber Fly
  Medium beast, unaligned
  Armor Class 14
  Hit Points 22 (4d8 + 4)
  Speed 10 ft., fly 60 ft.
  STR           DEX           CON           INT           WIS           CHA 
          10 (+0)      18 (+4)      12 (+1)        2 (-4)        12 (+1)        3 (-4)
  Skills Perception +3, Stealth +6
  Senses passive Perception 13
  Languages -----
  Challenge 1 (200 XP)
  Ambusher. The robber fly has advantage on attack rolls against any 
  creature it has surprised. 
  Actions
  Proboscis. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 
  Hit: 8 (1d8 + 4) piercing damage, the robber fly attaches to the 
  target, and the target must make a DC 11 Constitution saving throw 
  or be poisoned for 1 minute.  The target is paralyzed while poisoned 
  in this way.  A creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success. While 
  attached, the robber fly doesn't attack. Instead, at the start of each 
  of the robber fly's turns, the target loses 8 (1d8 + 4) hit points due to 
  blood loss.  The robber fly can detach itself by spending 5 feet of its 
  movement. It does so after it drains 40 hit points of blood from the 
  target or the target dies. A creature, including the target, can use its 
  action to detach the robber fly.
  Giant Praying Mantis
  Large beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 53 (7d10 + 14)
  Speed 30 ft., climb 30 ft., fly 10 ft.
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)      14 (+2)      14 (+2)       2 (-4)        12 (+1)        4 (-3)
  Skills Perception +3, Stealth +8
  Senses passive Perception 13
  Languages -----
  Challenge 2 (450 XP)
  Spider Climb. The mantis can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability check.
  Actions
  Grabbing Claws. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target.Hit: 9 (2d4 + 4) piercing damage, and the target is grappled
  (escape DC 14). Until this grapple ends, the target is restrained,
  and the mantis can't use its grabbing claws or flicking claws on 
  another target.
  Flicking Claws. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 9 (2d4 + 4) bludgeoning damage, and the target must 
  succeed on a DC 14 Strength saving throw or be pushed up to 20 
  feet and is knocked prone.
  Mandibles. Melee Weapon Attack: +6 to hit, reach 5 ft., one target it 
  is grappling.  Hit: 13 (2d8 + 4) slashing damage.
  Giant Leech
  Large monstrosity, unaligned
  Armor Class 11 (natural armor)
  Hit Points 45 (6d10 + 12)
  Speed 20 ft., swim 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)        8 (-1)        14 (+2)       1 (-5)          8 (-1)          4 (-3)
  Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9
  Languages -----
  Challenge 1 (200 XP)
  Amphibious. The leech can breathe air and water.
  Keen Smell. The leech has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 
  (1d8 + 3) piercing damage, the leech attaches to the target, and the 
  target is grappled (escape DC 13).  While attached, the leech doesn't 
  attack. Instead, at the start of each of the leech's turns, the target 
  loses 7 (1d8 + 3) hit points due to blood loss.  The leech can detach 
  itself by spending 5 feet of its movement. It does so after it drains 60 
  hit points of blood from the target or the target dies. 
  
  300
  Appendix I. Miscellaneous Creatures
  Giant Slug
  Large beast, unaligned
  Armor Class 12 (natural armor)
  Hit Points 86 (9d10 + 36)
  Speed 20 ft., climb 20 ft.
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)        6 (-2)        18 (+4)       1 (-5)          8 (-1)          4 (-3)
  Senses blindsight 30 ft., darkvision 60 ft., tremorsense 60 ft., 
    passive Perception 9
  Languages -----
  Challenge 3 (700 XP)
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) acid damage and the 
  target is grappled (escape DC 14). Until this grapple ends, the target 
  is restrained, and the slug can't bite another target.  
  Swallow. The slug makes one bite attack against a Medium or
  smaller target it is grappling. If the attack hits, the target is
  swallowed, and the grapple ends.  A swallowed creature is blinded 
  and restrained, it has total cover against attacks and other effects 
  outside the slug, and it takes 7 (2d6) acid damage at the start of each 
  of the slug's turns.
    If the slug takes 20 damage or more on a single turn from a 
  creature inside it, the slug must succeed on a DC 14 Constitution 
  saving throw at the end of that turn or regurgitate all swallowed 
  creatures, which fall prone in a space within 10 feet of the slug. If the 
  slug dies, a swallowed creature is no longer restrained by it and can 
  escape from the corpse by using 5 feet of movement, exiting prone.
  Acid Glob Spit. Ranged Weapon Attack: +6 to hit, range 60 ft., one 
  target. Hit: 18 (4d8) acid damage and if the target is a creature, it 
  must succeed on a DC 14 Strength saving throw or be restrained 
  until the end of its next turn.
  Giant Spitting Cobra
  Large beast, unaligned
  Armor Class 16 (natural armor)
  Hit Points 51 (6d8 + 18)
  Speed 30 ft., swim 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      18 (+4)      17 (+3)        2 (-4)       10 (+0)        3 (-4)
  Skills Perception +2 
  Senses blindsight 10 ft., passive Perception 12
  Languages -----
  Challenge 3 (700 XP)
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 
  Hit: 11 (2d6 + 4) piercing damage, and the target must make a DC 
  13 Constitution saving throw, taking 21 (6d6) poison damage on a 
  failed save, or half as much damage on a successful one. 
  Poison Spit. Ranged Weapon Attack: +6 to hit, range 60 ft., one 
  target. Hit: 10 (3d6) poison damage and if the target is a creature, it 
  must succeed on a DC 13 Constitution saving throw or be blinded 
  for 1 minute.  A creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success.
  
  301
  Appendix I. Miscellaneous Creatures
  Giant Tarantula
  Large beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 60 (7d10 + 14)
  Speed 30 ft., burrow 5 ft., climb 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)      12 (+1)      16 (+3)        2 (-4)        11 (+0)       4 (-3)
  Skills Stealth +6
  Senses blindsight 10 ft., darkvision 30 ft., tremorsense 60 ft. 
    passive Perception 10
  Languages -----
  Challenge 3 (700 XP)
  Spider Climb. The spider can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability check.
  Web Sense. While in contact with a web, the spider knows the exact 
  location of any other creature in contact with the same web.
  Web Walker. The spider ignores movement restrictions caused by 
  webbing.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
  Hit: 13 (2d8 + 4) piercing damage, and the target must make a
  DC 13 Constitution saving throw, taking 13 (3d8) poison damage
  on a failed save, or half as much damage on a successful one.
  If the poison damage reduces the target to 0 hit points, the
  target is stable but poisoned for 1 hour, even after regaining hit
  points, and is paralyzed while poisoned in this way.
  Shed Hairs (Recharges after a Short or Long Rest). Each creature 
  within 10 feet of the tarantula must make a DC 13 Constitution 
  saving throw.  On a failed save, the creature becomes poisoned for 
  1 minute. A creature spends its action on each of its turns retching 
  and reeling while poisoned in this way.  A creature can repeat the 
  saving throw at the end of each of its turns, ending the effect on itself 
  on a success. Creatures that don't need to breathe or are immune to 
  poison automatically succeed on this saving throw.  
  Giant Tiger Beetle
  Medium beast, unaligned
  Armor Class 16 (natural armor)
  Hit Points 22 (4d8 + 4)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      18 (+4)       12 (+1)       2 (-4)       12 (+1)        3 (-4)
  Skills Stealth +6 
  Senses darkvision 60 ft., passive Perception 11
  Languages -----
  Challenge 1 (200 XP)
  Keen Smell. The tiger beetle has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Pounce. If the tiger beetle moves at least 30 feet straight toward 
  a creature and then hits it with a bite attack on the same turn, 
  that target must succeed on a DC 12 Strength saving throw or be 
  knocked prone.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 
  11 (2d6 + 4) slashing damage.
  
  302
  Appendix I. Miscellaneous Creatures
  Giant Velvet Worm
  Large beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 60 (7d10 + 21)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)      12 (+1)       16 (+3)       2 (-4)       12 (+1)        3 (-4)
  Skills Stealth +6 
  Senses darkvision 60 ft., passive Perception 11
  Languages -----
  Challenge 2 (450 XP)
  Keen Smell. The velvet worm has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Spider Climb. The velvet worm can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 
  10 (2d6 + 3) piercing damage plus 7 (2d6) acid damage.
  Web Spray (Recharge 5-6). The velvet worm spits webbing in a 
  line that is 30 feet long and 10 feet wide. Each creature in that line 
  must succeed on a DC 13 Dexterity saving throw or be restrained 
  by webbing. As an action, the restrained creature can make a DC 
  13 Strength check, escaping from the webbing on a success. The 
  effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit 
  points, resistance to bludgeoning damage, and immunity to poison 
  and psychic damage.
  Giant Wolverine
  Large beast, unaligned
  Armor Class 12
  Hit Points 48 (5d10 + 20)
  Speed 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)      14 (+2)       18 (+4)       2 (-4)        13 (+1)       7 (-2)
  Skills Perception +3 
  Senses passive Perception 13
  Languages -----
  Challenge 2 (450 XP)
  Keen Smell. The wolverine has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Relentless (Recharges after a Short or Long Rest). If the wolverine 
  takes 20 damage or less that would reduce it to 0 hit points, it is 
  reduced to 1 hit point instead.
  Actions
  Multiattack. The wolverine makes three attacks: one with its bite 
  and two with its claws.  If both claw attacks hit a Large or smaller 
  creature, the target takes an extra 4 (1d8) slashing damage and must 
  succeed on a DC 14 Strength saving throw or be knocked prone.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) piercing damage.   
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) slashing damage.
  
  303
  Appendix I. Miscellaneous Creatures
    If the greenvise takes 20 damage or more on a single turn from 
  a creature inside it, the greenvise must succeed on a DC 15 
  Constitution saving throw at the end of that turn or regurgitate all 
  swallowed creatures, which fall prone in a space within 10 feet of the 
  greenvise. If the greenvise dies, a swallowed creature is no longer 
  restrained by it and can escape from the corpse by using 5 feet of 
  movement, exiting prone.
  Tendril. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. 
  Hit: 10 (1d8 + 6) bludgeoning damage plus 4 (1d8) piercing damage. 
  If the target is Medium or smaller, it is grappled (escape DC 16), 
  restrained until the grapple ends, and is pulled up to 15 feet toward 
  the greenvise. The greenvise has two tendrils, each of which can 
  grapple one target.
  Death Fog (Recharges after a Short or Long Rest). The greenvise 
  emits a greenish, acidic mist that fills 30-foot radius sphere centered 
  on the greenvise that lasts for 1 minute.  The fog spreads around 
  corners, and its area is heavily obscured.  A creature that starts 
  its turn within 30 feet of the greenvise must succeed on a DC 16 
  Constitution saving throw. On a failed save, the target takes 7 (2d6) 
  acid damage, can't use reactions, its speed is halved, and it can't 
  make more than one attack on its turn. In addition, the creature can 
  use either an action or a bonus action on its turn, but not both. These 
  effects last until the start of the creature's next turn. On a successful 
  save, the target takes half as much damage and suffers no other 
  effects.  The greenvise is immune to the effects of its death fog.
  Greenvise
  Huge plant, unaligned
  Armor Class 15 (natural armor)
  Hit Points 138 (12d12 + 48)
  Speed 10 ft.
  STR           DEX           CON           INT           WIS           CHA 
          22 (+6)        4 (-3)        20 (+5)        4 (-3)          8 (-1)         4 (-3)
  Condition Immunities blinded, deafened, frightened 
  Senses blindsight 30 ft. (blind beyond this radius), passive 
    Perception 9
  Languages -----
  Challenge 7 (2,900 XP)
  False Appearance. While the greenvise remains motionless, it is 
  indistinguishable from an ordinary giant plant.
  Actions
  Multiattack. The greenvise makes three attacks: one with its bite 
  attack and two with its tendrils.
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 19 (3d8 + 6) piercing damage.  If the target is a Medium or 
  smaller creature, it must succeed on a DC 17 Dexterity saving throw 
  or be swallowed by the greenvise. A swallowed creature is blinded 
  and restrained, it has total cover against attacks and other effects 
  outside the greenvise, and it takes 14 (4d6) acid damage at the start 
  of each of the greenvise's turns.
  Greenvise
  The greenvise is a giant carnivorous plant that faintly 
  resembles a venus flytrap, except it has a large maw filled 
  with rows of thorn-like teeth.  It is a very patient hunter, 
  planting itself along paths and trails and near similar-
  looking plants.  It waits for prey to approach its vicinity 
  before unleashing its death fog.  Once it has trapped its 
  victims, it picks them off one by one with its tendrils.
  
  304
  Appendix I. Miscellaneous Creatures
  Hatori
  Huge beast, unaligned
  Armor Class 17 (natural armor)
  Hit Points 126 (12d12 + 48)
  Speed 20 ft., (40 ft. in desert or sandy terrain)
  STR           DEX           CON           INT           WIS           CHA 
          22 (+6)        9 (-1)       18 (+4)        2 (-4)        11 (+0)        7 (-2)
  Skills Perception + 2, Stealth +5 
  Senses darkvision 30 ft., passive Perception 12
  Languages -----
  Challenge 6 (450 XP)
  Ambusher. The hatori has advantage on attack rolls against any 
  creature it has surprised. 
  Hold Breath. The hatori can hold its breath for 30 minutes.
  Sand Camouflage. The hatori has advantage on Dexterity (Stealth) 
  checks made to hide in desert or sandy terrain.
  Actions
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
  Hit: 22 (3d10 + 6) piercing damage, and the target is grappled
  (escape DC 16). Until this grapple ends, the target is restrained,
  and the hatori can't bite another target.
  Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target not 
  grappled by the hatori. Hit: 15 (2d8 + 6) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 17 Strength saving 
  throw or be knocked prone.
  Swallow. The hatori makes one bite attack against a Medium or
  smaller target it is grappling. If the attack hits, the target is
  swallowed, and the grapple ends. The swallowed target is
  blinded and restrained, it has total cover against attacks and
  other effects outside the hatori, and it takes 14 (4d6) acid damage
  at the start of each of the hatori's turns. The hatori can have only
  one Medium target or two Small targets swallowed at a time.
    If the hatori takes 20 damage or more on a single turn from a 
  creature inside it, the hatori must succeed on a DC 14 Constitution 
  saving throw at the end of that turn or regurgitate all swallowed 
  creatures, which fall prone in a space within 10 feet of the hatori. 
  If the hatori dies, a swallowed creature is no longer restrained by it 
  and can escape from the corpse by using 5 feet of movement, exiting 
  prone.
  Monstrous Centipede
  Huge beast, unaligned
  Armor Class 16 (natural armor)
  Hit Points 84 (8d12 + 40)
  Speed 40 ft., climb 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
          21 (+5)      16 (+3)      20 (+5)        1 (-5)         8 (-1)          3 (-4)
  Senses blindsight 30 ft., passive Perception 9
  Languages -----
  Challenge 4 (1,100 XP)
  Keen Smell. The centipede has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Actions
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 
  Hit: 12 (2d6 + 5) piercing damage, and the target must succeed on a 
  DC 15 Constitution saving throw, take 21 (6d6) poison damage on a 
  failed save, or half as much damage on a successful one. 
  Hatori
  The hatori are giant crocodile-like monstrosities that live in loose 
  sandy terrain typically found in deserts and beaches.  Instead of 
  legs, hatori have giant muscular paddle-like fins that they use to 
  'swim' through the sand.  They lurk just underneath the sand near 
  caravan trails and burst forth when it is close enough to seize prey 
  with their massive jaws.
  
  305
  Appendix I. Miscellaneous Creatures
  Monstrous Poisonous Snake
  Huge beast, unaligned
  Armor Class 15 (natural armor)
  Hit Points 86 (9d12 + 27)
  Speed 40 ft., swim 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      18 (+4)       17 (+3)       2 (-4)       10 (+0)        3 (-4)
  Skills Perception + 3
  Senses blindsight 10 ft., passive Perception 13
  Languages -----
  Challenge 5 (1,800 XP)
  Actions
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 
  Hit: 11 (2d6 + 4) piercing damage, and the target must succeed on a 
  DC 14 Constitution saving throw, take 31 (9d6) poison damage on a 
  failed save, or half as much damage on a successful one. 
  Monstrous Scorpion
  Huge beast, unaligned
  Armor Class 16 (natural armor)
  Hit Points 86 (9d12 + 27)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
          19 (+4)      13 (+1)       17 (+3)       1 (-5)         9 (-1)          3 (-4)
  Senses blindsight 60 ft., passive Perception 9
  Languages -----
  Challenge 7 (2,900 XP)
  Actions
  Multiattack. The scorpion makes three attacks: two with its claws 
  and one with its sting.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
  Hit: 9 (1d10 + 4) bludgeoning damage, and the target is grappled 
  (escape DC 14) . The scorpion has two claws, each of which can 
  grapple only one target.
  Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
  Hit: 11 (2d6 + 4) piercing damage, and the target must make a DC 
  15 Constitution saving throw, taking 33 (6d10) poison damage on a 
  failed save, or half as much damage on a successful one.
  Monstrous Spider
  Huge beast, unaligned
  Armor Class 15 (natural armor)
  Hit Points 86 (9d12 + 27)
  Speed 30 ft., climb 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)      16 (+3)       16 (+3)       2 (-4)       11 (+0)        4 (-3)
  Skills Stealth +7
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
  Languages -----
  Challenge 4 (1,100 XP)
  Spider Climb. The spider can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability check.
  Web Sense. While in contact with a web, the spider knows the exact 
  location of any other creature in contact with the same web.
  Web Walker. The spider ignores movement restrictions caused by 
  webbing.
  Actions
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
  Hit: 11 (2d6 + 4) piercing damage, and the target must make a
  DC 14 Constitution saving throw, taking 18 (4d8) poison damage
  on a failed save, or half as much damage on a successful one.
  If the poison damage reduces the target to 0 hit points, the
  target is stable but poisoned for 1 hour, even after regaining hit
  points, and is paralyzed while poisoned in this way.
  Web (Recharge 5-6). Ranged Weapon Attack: +6 to hit, range 
  30f60 ft., one creature. Hit: The target is restrained by webbing. 
  As an action, the restrained target can make a DC 12 Strength 
  check, bursting the webbing on a success. The webbing can also be 
  attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; 
  immunity to bludgeoning, poison, and psychic damage).
  
  306
  Appendix I. Miscellaneous Creatures
  Monstrous Squid
  Huge beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 171 (18d12 + 54)
  Speed 10 ft., swim 60 ft.
  STR           DEX           CON           INT           WIS           CHA 
          21 (+5)      13 (+1)       17 (+3)       3 (-4)       10 (+0)        4 (-3)
  Skills Perception +6, Stealth +5
  Senses darkvision 60 ft., passive Perception 16
  Languages -----
  Challenge 8 (3,900 XP)
  Hold Breath. While out of water, the squid can hold its breath for 1 
  hour.
  Underwater Camouflage. The squid has advantage on Dexterity 
  (Stealth) checks made while underwater.
  Water Breathing. The squid can breathe only underwater.
  Actions
  Multiattack. The squid makes two tentacle attacks.  If it has a 
  creature grappled, it can also attack with its beak.
  Tentacle. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. 
  Hit: 15 (3d6 + 5) bludgeoning damage. If the target is a creature, 
  it is grappled (escape DC 15). Until this grapple ends, the target is 
  restrained, and the squid can't use its tentacles on another target.
  Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target it is 
  grappling.  Hit: 18 (3d8 + 5) slashing damage.
  Ink Cloud (Recharges after a Short or Long Rest). A 30-foot radius 
  cloud of ink extends all around the squid if it is underwater. The area 
  is heavily obscured for 1 minute, although a significant current can 
  disperse the ink. After releasing the ink, the squid  can use the Dash 
  action as a bonus action. 
  Actions
  Multiattack. The tarantula makes two attacks:  one with its forelegs 
  and one with its bite.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
  Hit: 19 (3d8 + 6) piercing damage, and the target must make a
  DC 16 Constitution saving throw, taking 18 (4d8) poison damage
  on a failed save, or half as much damage on a successful one.
  If the poison damage reduces the target to 0 hit points, the
  target is stable but poisoned for 1 hour, even after regaining hit
  points, and is paralyzed while poisoned in this way.
  Forelegs. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 
  Hit: 13 (2d6 + 6) bludgeoning damage, and the target must make a 
  DC 17 Strength saving throw or be knocked prone. 
  Shed Hairs (Recharges after a Short or Long Rest). Each creature 
  within 10 feet of the tarantula must make a DC 16 Constitution 
  saving throw.  On a failed save, the creature becomes poisoned for 
  1 minute. A creature spends its action on each of its turns retching 
  and reeling while poisoned in this way.  A creature can repeat the 
  saving throw at the end of each of its turns, ending the effect on itself 
  on a success. Creatures that don't need to breathe or are immune to 
  poison automatically succeed on this saving throw.  
  Monstrous Tarantula
  Huge beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 138 (12d12 + 60)
  Speed 30 ft., burrow 5 ft., climb 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          22 (+6)      12 (+1)       20 (+5)        2 (-4)        11 (+0)       4 (-3)
  Skills Stealth +6
  Senses blindsight 10 ft., darkvision 30 ft., tremorsense 60 ft. 
    passive Perception 10
  Languages -----
  Challenge 7 (2,900 XP)
  Spider Climb. The spider can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability check.
  Web Sense. While in contact with a web, the spider knows the exact 
  location of any other creature in contact with the same web.
  Web Walker. The spider ignores movement restrictions caused by 
  webbing.
  
  307
  Appendix I. Miscellaneous Creatures
  target is grappled (escape DC 17) if the sea serpent isn't already 
  constricting a creature, and the target is restrained until this 
  grapple ends.  
  Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 
  Hit: 16 (2d8 + 7) bludgeoning damage. 
  Poison Breath (Recharge 5-6). The sea serpent exhales a line of 
  poison that is 40 feet long and 10 feet wide. Each creature in that 
  line must succeed on a DC 19 Dexterity saving throw, taking 66 
  (12d10) poison damage on a failed save, or half as much damage 
  on a successful one.
  Swallow. The sea serpent makes one bite attack against a Large 
  or smaller target it is grappling. If the attack hits, the target is also 
  swallowed, and the grapple ends. While swallowed, the target is 
  blinded and restrained, it has total cover against attacks and other 
  effects outside the sea serpent, and it takes 28 (8d6) acid damage 
  at the start of each of the sea serpent's turns. A sea serpent can 
  have only up to one Large or two Medium creatures swallowed at 
  a time. 
    If the sea serpent takes 40 damage or more on a single turn from 
  the swallowed creature, the sea serpent must succeed on a DC 21 
  Constitution saving throw at the end of that turn or regurgitate all 
  swallowed creatures, which fall prone in a space within 10 feet of 
  the sea serpent. If the sea serpent dies, a swallowed creature is no 
  longer restrained by it and can escape from the corpse by using 15 
  feet of movement, exiting prone.
  Sea Serpent
  Gargantuan monstrosity, neutral
  Armor Class 15 (natural armor)
  Hit Points 198 (12d20 + 72)
  Speed 20 ft., swim 50 ft.
  STR           DEX           CON           INT           WIS           CHA 
         24 (+7)      16 (+3)       22 (+6)        8 (-1)       16 (+3)       14 (+2)
  Saving Throws Dex +8, Con +11, Wis +8
  Skills Perception +8
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 18
  Languages Draconic
  Challenge 13 (10,000 XP)
  Hold Breath. The sea serpent can hold its breath for 1 hour.
  Actions
  Multiattack. The sea serpent makes three attacks: one with its bite, 
  one to constrict, and one with its tail.
  Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 
  Hit: 25 (4d8 + 7) percing damage plus 7 (2d6) poison damage.  
  Constrict. Melee Weapon Attack: +12 to hit, reach 5 ft., one Huge 
  or smaller creature. Hit: 23 (3d10 + 7) bludgeoning damage. The 
  
  308
  Appendix I. Miscellaneous Creatures
  Actions
  Multiattack. The spider makes three attacks:  two with its forelegs 
  and one with its bite.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
  Hit: 12 (2d6 + 5) piercing damage, and the target must make a
  DC 13 Constitution saving throw, taking 18 (4d8) poison damage
  on a failed save, or half as much damage on a successful one.
  Foreleg. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 
  Hit: 9 (1d8 + 5) slashing damage. 
  Deadly Leap. If the spider jumps at least 15 feet as part of its 
  movement, it can then use this action to land on its feet in a space 
  that contains one or more other creatures. Each of those creatures 
  must succeed on a DC 18 Strength or Dexterity saving throw 
  (target's choice) or be knocked prone and take 27 (5d8 + 5) slashing 
  damage. On a successful save, the creature takes only half the 
  damage, isn't knocked prone, and is pushed 5 feet out of the spider's 
  space into an unoccupied space of the creature's choice. If no 
  unoccupied space is with in range, the creature instead falls prone in 
  the spider's space.
  Sword Spider
  Large beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 77 (9d10 + 27)
  Speed 30 ft., burrow 5 ft., climb 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          20 (+5)      14 (+2)      16 (+3)        2 (-4)        11 (+0)       4 (-3)
  Skills Stealth +5
  Senses blindsight 10 ft., darkvision 30 ft., tremorsense 60 ft. 
    passive Perception 10
  Languages -----
  Challenge 5 (1,800 XP)
  Spider Climb. The spider can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability check.
  Web Sense. While in contact with a web, the spider knows the exact 
  location of any other creature in contact with the same web.
  Web Walker. The spider ignores movement restrictions caused by 
  webbing.
  
  309
  Appendix I. Miscellaneous Creatures
  Winter Wolf Alpha
  Huge monstrosity, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 158 (15d12 + 60)
  Speed 50 ft.
  STR           DEX           CON           INT           WIS           CHA 
          22 (+6)      13 (+1)      18 (+4)       2 (-4)        12 (+1)         8 (-1)
  Skills Perception +7, Stealth +4 
  Damage Immunities cold
  Senses darkvision 60 ft., passive Perception 13
  Languages -----
  Challenge 7 (2,900 XP)
  Keen Smell. The wolf has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Pack Tactics. The wolf has advantage on an attack roll against a 
  creature if at least one of the wolf's allies is within 5 feet of the 
  creature and the ally isn't incapacitated.
  Snow Camouflage. The wolf has advantage on Dexterity (Stealth) 
  checks made to hide in snowy terrain.
  Savage Howl (Recharge 5-6). As a bonus action, the wolf emits a 
  terrifying howl that also rallies its allies.  Each ally that is within 30 
  feet of it, can hear it, and not already affected by Savage Howl gain 
  advantage on attack rolls and saving throw rolls until the start of the 
  wolf's next turn. All other creatures within 30 feet must succeed on 
  a DC 17 Wisdom saving throw or become frightened for 1 minute. A 
  creature can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. If a creature's saving throw 
  is successful or the effect ends for it, the creature is immune to the 
  wolf Savage Howl for the next 24 hours.
  Actions
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 15 (2d8 + 6) piercing damage.   
  Cold Breath (Recharge 5-6). The wolf exhales a blast of freezing 
  wind in a 15-foot cone. Each creature in that area must make a DC 
  15 Dexterity saving throw, taking 36 (8d8) cold damage on a failed 
  save, or half as much damage on a successful one.
  Worg Alpha
  Large monstrosity, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 45 (6d10 + 12)
  Speed 50 ft.
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)      13 (+1)      15 (+2)        7 (-2)        12 (+1)        8 (-1)
  Skills Perception +5 
  Senses darkvision 60 ft., passive Perception 13
  Languages -----
  Challenge 2 (450 XP)
  Keen Smell. The wolf has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Pack Tactics. The worg has advantage on an attack roll against 
  a creature if at least one of the wolf's allies is within 5 feet of the 
  creature and the ally isn't incapacitated.
  Packmaster. An ally that starts its turn within 30 feet of the worg 
  and that can see or hear the worg gains Pack Tactics until the start 
  of its next turn.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must 
  succeed on a DC 13 Strength saving throw or be knocked prone.   
  
  310
  Appendix II. NonPlayer Characters
  Appendix B: NonPlayer Characters 
  Arcane Guard
  Medium humanoid (any race), any alignment
  Armor Class 15 (studded leather)
  Hit Points 44 (8d8 + 8)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          10 (+0)      16 (+3)      12 (+1)      10 (+0)      12 (+1)      16 (+3)
  Skills Perception +3
  Senses passive Perception 13
  Languages any one language (usually Common)
  Challenge 4 (1,100 XP)
  Spellcasting. The arcane guard is a 5th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell 
  attacks). It has the following sorcerer spells prepared:
  Cantrips (at will): fire bolt, mage hand, minor illusion, true strike
  1st level (4 slots): shield, thunderwave
  2nd level (3 slots): blur, mirror image, scorching ray
  3rd level (2 slots): haste, lightning bolt
  Sorcery Points. The arcane guard has 5 sorcery points. It can 
  spend l or more sorcery points as a bonus action to gain one of the 
  following benefits: 
    Empowered Spell: When the arcane guard rolls damage for a spell, 
  it can spend 1 sorcery point to reroll up to 3 damage dice. It must 
  use the new rolls. It can use Empowered Spell even if it has already 
  used a different Metamagic option during the casting of the spell.
    Quickened Spell: When the arcane guard casts a spell that has 
  a casting time of 1 action, the giant can spend 2 sorcery points to 
  change the casting time to 1 bonus action for this casting.
  Actions
  Rapier. Melee Weapon Attack: +5 to hit, one target. Hit: 7 (1d8 + 3) 
  piercing damage.  
  Arcane Knight
  Medium humanoid (any race), any alignment
  Armor Class 17 (half plate)
  Hit Points 91 (14d8 + 28)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)      14 (+2)      14 (+2)      12 (+1)      12 (+1)      16 (+3)
  Saving Throws Con +5, Wis +4,  Cha +6
  Skills Perception +4
  Senses passive Perception 14
  Languages any two languages 
  Challenge 7 (2,900 XP)
  Brave. The knight has advantage on saving throws against being 
  frightened. 
  Spellcasting. The arcane knight is a 7th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell 
  attacks). It has the following sorcerer spells prepared:
  Cantrips (at will): fire bolt, mage hand, minor illusion, true strike
  1st level (4 slots): shield, thunderwave
  2nd level (3 slots): blur, mirror image, scorching ray
  3rd level (3 slots): haste, lightning bolt
  4th level (1slot): stoneskin
  Sorcery Points. The arcane knight has 7 sorcery points. It can 
  spend l or more sorcery points as a bonus action to gain one of the 
  following benefits: 
    Empowered Spell: When the arcane knight rolls damage for a spell, 
  it can spend 1 sorcery point to reroll up to 3 damage dice. It must 
  use the new rolls. It can use Empowered Spell even if it has already 
  used a different Metamagic option during the casting of the spell.
    Quickened Spell: When the arcane knight casts a spell that has 
  a casting time of 1 action, the giant can spend 2 sorcery points to 
  change the casting time to 1 bonus action for this casting.
  Actions
  Multiattack. The arcane knight makes two melee attacks.
  Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 
  Hit: 8 (1d10 + 3) slashing damage.  
  Reactions
  Parry. The arcane knight adds 2 to its AC against one melee attack 
  that would hit it. To do so, the arcane knight must see the attacker 
  and be wielding a melee weapon.
   
  
  311
  Appendix II. NonPlayer Characters
  Blight Druid
  Medium humanoid (any race), neutral evil
  Armor Class 16 (studded leather)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      14 (+2)      14 (+2)      11 (+0)      17 (+3)      12 (+1)
  Saving Throws Dex +5, Con +5, Wis +6
  Skills Perception +6, Survival +6
  Senses passive Perception 16
  Languages any one language (usually Common)
  Challenge 5 (1,800 XP)
  Spellcasting. The druid is an 12th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It 
  has the following druid spells prepared:
  Cantrips (at will): druidcraft, poison spray, produce flame, thorn
    whip
  1st level (4 slots): charm person, entangle, healing word 
  2nd level (3 slots): beast sense, heat metal, Melf's acid arrow, 
    ray of enfeeblement, spike growth 
  3rd level (3 slots): erupting earth, dispel magic, meld into stone, 
    stinking cloud, vampiric touch
  4th level (3 slots): blight, confusion, Evard's black tentacles, 
    polymorph
  5th level (2 slots): antilife shell, contagion, cloudkill, enervation
  6th level (1 slot): wall of thorns
  Actions
  Sickle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 
  Hit: 4 (1d4 + 2) slashing damage plus 14 (4d6) poison damage. 
  Blight Touch (3/Day). Melee Spell Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: The target must succeed on a DC 14 Constitution 
  saving throw.  The target takes 10 (3d6) poison damage plus 10 
  (3d6) necrotic damage on a failed save, or half as much damage on a 
  successful one. 
  Variant Rules: Blight Land
  Below is the list of circle spells available to the circle druid 
  who gains access to the Blight land type.
  Blight
   Druid Level Circle Spells 
             3rd 
  Melf's acid arrow, ray of enfeeblement
             5th  
  stinking cloud, vampiric touch
             7th 
  blight, Evard's black tentacles
          9th 
  cloudkill, enervation
  Blight Druid
  The blight druid lives to corrupt all life and spread blight and 
  decay.  It is typically a worshipper of Talona, but some worship 
  Moander, Shar, or Zuggtmoy.
  
  312
  Appendix II. NonPlayer Characters
  Bodyguard
  Medium humanoid (any race), any alignment
  Armor Class 18 (breastplate, shield)
  Hit Points 33 (5d8 + 10)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)      14 (+2)      14 (+2)      10 (+0)      12 (+1)      10 (+0)
  Skills Intimidate +2, Perception +3
  Senses passive Perception 13
  Languages any one language (usually Common)
  Challenge 2 (450 XP)
  Second Wind (Recharges after a Short or Long Rest). As a bonus 
  action, the bodyguard can regain 9 hit points.
  Actions
  Multiattack. The bodyguard makes two melee attacks.
  Longsword. Melee Weapon Attack: +5 to hit, one target. Hit: 7 (1d8 + 
  3) slashing damage.  
  Reactions
  Protection. When an attacker the bodyguard can see makes an 
  attack roll against a creature within 5 feet of the bodyguard, the 
  bodyguard can impose disadvantage on the attack roll.
  Bodyguard, Elite
  Medium humanoid (any race), any alignment
  Armor Class 19 (half plate, shield)
  Hit Points 72 (11d8 + 22)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)      14 (+2)      14 (+2)      10 (+0)      14 (+2)      10 (+0)
  Saving Throws Str +6, Con +4, Wis +4 
  Skills Intimidate +2, Perception +4
  Senses passive Perception 13
  Languages any one language (usually Common)
  Challenge 4 (1,100 XP)
  Second Wind (Recharges after a Short or Long Rest). As a bonus 
  action, the bodyguard can regain 16 hit points.
  Actions
  Multiattack. The bodyguard makes two three melee attacks.
  Longsword. Melee Weapon Attack: +6 to hit, one target. Hit: 8 (1d8 + 
  4) slashing damage.  
  Reactions
  Intercept Attack. In response to another creature within 5 feet of 
  it being hit by an attack roll, the bodyguard gives that creature a +5 
  bonus to its AC against that attack, potentially causing a miss. To use 
  this ability, the bodyguard must be able to see the creature and the 
  attacker.
  Self-Sacrifice. When a creature within 5 feet of the bodyguard is hit 
  by an attack, the bodyguard swaps places with that c reature and is 
  hit instead.
  
  313
  Appendix II. NonPlayer Characters
  Bounty Hunter
  Medium humanoid (any race), any alignment
  Armor Class 15 (studded leather)
  Hit Points 33 (5d8 + 10)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          10 (+0)      16 (+3)      14 (+2)      12 (+1)      14 (+2)      10 (+0)
  Saving Throws Dex +5, Int +3
  Skills Perception +4, Stealth +7, Survival +4
  Senses passive Perception 13
  Languages any two languages
  Challenge 2 (450 XP)
  Assassinate. During its first turn, the bounty hunter has advantage 
  on attack rolls against any creature that hasn't taken a turn.  Any hit 
  the bounty hunter scores against a surprised creature is a critical hit.
  Cunning Action. The bounty hunter can take the Dash, Disengage, 
  or Hide action as a bonus action on each of its turns. 
  Nonlethal Strike.  If a creature's hit points drop to 0 from the bounty 
  hunter's attack, the bounty hunter can choose to knock the creature 
  unconscious at 0 hit points instead of leaving it dying.
  Sneak Attack (1/Turn). The bounty hunter deals an extra 7 
  (2d6) damage when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 feet of 
  an ally of the bounty hunter that isn't incapacitated and the bounty 
  hunter doesn't have disadvantage on the attack roll.
  Actions
  Rapier. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 
  Hit: 7 (1d8 + 3) piercing damage.  
  Light Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage.
  Hunting Bolas. Ranged Weapon Attack: +5 to hit, range 20/60 ft., 
  one creature. Hit: 5 (1d3 + 3) bludgeoning damage and the target 
  must succeed on a DC 13 Strength saving throw or be restrained 
  and knocked prone. As an action, the restrained creature can make 
  a DC 13 Strength check, escaping on a success. The effect ends if 
  the hunting bolas is destroyed. The hunting bolas has AC 10, 5 hit 
  points, resistance to bludgeoning damage, and immunity to poison 
  and psychic damage.
  Bounty Hunter, Elite
  Medium humanoid (any race), any alignment
  Armor Class 16 (studded leather)
  Hit Points 85 (13d8 + 26)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          12 (+1)      18 (+4)      14 (+2)      10 (+0)      14 (+2)      10 (+0)
  Saving Throws Strength +4, Dex +7, Wis +5
  Skills Perception +8, Stealth +10, Survival +5
  Senses passive Perception 15
  Languages any one language (usually Common) 
  Challenge 5 (1,800 XP)
  Assassinate. During its first turn, the bounty hunter has advantage 
  on attack rolls against any creature that hasn't taken a turn.  Any hit 
  the bounty hunter scores against a surprised creature is a critical hit.
  Cunning Action. The bounty hunter can take the Dash, Disengage, 
  or Hide action as a bonus action on each of its turns. 
  Nonlethal Strike.  If a creature's hit points drop to 0 from the bounty 
  hunter's attack, the bounty hunter can choose to knock the creature 
  unconscious at 0 hit points instead of leaving it dying.
  Sneak Attack (1/Turn). The bounty hunter deals an extra 14 
  (4d6) damage when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 feet of 
  an ally of the bounty hunter that isn't incapacitated and the bounty 
  hunter doesn't have disadvantage on the attack roll.
  Actions
  Multiattack. The bounty hunter makes two melee attacks or two 
  ranged attacks.
  Rapier. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage.  
  Light Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage.
  Hunting Bolas. Ranged Weapon Attack: +7 to hit, range 20/60 ft., 
  one creature. Hit: 6 (1d3 + 4) bludgeoning damage and the target 
  must succeed on a DC 15 Strength saving throw or be restrained 
  and knocked prone. As an action, the restrained creature can make 
  a DC 15 Strength check, escaping on a success. The effect ends if 
  the hunting bolas is destroyed. The hunting bolas has AC 10, 5 hit 
  points, resistance to bludgeoning damage, and immunity to poison 
  and psychic damage.
  
  314
  Appendix II. NonPlayer Characters
  Captain
  Medium humanoid (any race), any alignment
  Armor Class 17 (scale mail, shield)
  Hit Points 39 (6d8 + 12)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)      12 (+1)       14 (+2)     10 (+0)      10 (+0)      14 (+2)
  Saving Throws Str +4, Con +4
  Skills Perception +2
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 2 (450 XP)
  Actions
  Multiattack. The captain makes two melee attacks or two ranged 
  attacks.  It can use its Command or Maneuver Allies in place of one 
  attack.
  Longsword. Melee Weapon Attack: +4 to hit, one target. 
  Hit: 6 (1d8 + 2) slashing damage. 
  Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one 
  creature. Hit: 5 (1d8 + 1) piercing damage.
  Command. The captain targets one ally it can see within 30 feet of 
  it. If the target can see and hear the captain, the target can make one 
  weapon attack as a reaction.
  Maneuver Allies (Recharge 5-6). Up to four allies within 60 feet of 
  this captain that can hear it can each use their reaction to move up to 
  half their speed without provoking opportunity attacks.
  Reactions
  Directed Strike (2/day). When a creature the captain can see within 
  30 feet of it makes an attack roll, and the creature can hear the 
  captain, the captain grants advantage to that roll.
  Dash action. If the creature ends its turn in a location where it 
  doesn't have line of sight to the dark whisperer, the creature can 
  repeat the saving throw. On a success, the effect ends.
  Psychic Blades (3/day). The dark whisperer deals an extra 10 (3d6) 
  damage when it hits a target with a weapon attack.
  Spellcasting. The dark whisperer is a 6th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell 
  attacks). It has the following bard spells prepared:
  Cantrips (at will): minor illusion, thunderclap, vicious mockery
  1st level (4 slots): charm person, dissonant whispers, earth tremor,
    thunderwave 
  2nd level (3 slots): blindness/deafness, hold person
  3rd level (3 slots): catnap, enemies abound, major image
  Actions
  Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) piercing damage plus 10 (3d6) poison damage.
  Light Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage.
  Dark Whisperer
  Medium humanoid (any race), any non-good
  Armor Class 15 (studded leather)
  Hit Points 50 (6d8 + 6)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          10 (+0)      16 (+3)      12 (+1)      13 (+1)      12 (+1)      17 (+3)
  Saving Throws Dex +4, Cha +5 
  Skills Deception +5, Perception +3, Stealth +5
  Senses passive Perception 13
  Languages any two languages
  Challenge 3 (700 XP)
  Dark Whispers. The dark whisperer can use a bonus action on its 
  turn to target one creature within 30 feet of it. If the target can hear 
  the dark whisperer, the target must succeed on a DC 13 Charisma 
  saving throw or be frightened for 1 minute.  While frightened in this 
  way, a creature must take the Dash action and move away from the 
  dark whisperer by the safest available route on each of its turns, 
  unless there is nowhere to move, in which case it needn't take the 
  
  315
  Appendix II. NonPlayer Characters
  Death Priest
  Medium humanoid (any race), any non-good
  Armor Class 17 (half plate)
  Hit Points 98 (13d8 + 39)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)      14 (+2)      16 (+3)      10 (+0)      17 (+3)      10 (+0)
  Saving Throws Con +5, Wis +6, Cha +3 
  Skills Perception +6, Religion +6
  Senses passive Perception 16
  Languages any one language (usually Common)
  Challenge 6 (2,300 XP)
  Spellcasting. The death priest is a 13th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell 
  attacks). It has the following cleric spells prepared:
  Cantrips (at will): guidance, mending, resistance, toll the dead, 
    thaumaturgy
  1st level (4 slots):  bane, false life, inflict wounds, ray of sickness
  2nd level (3 slots): blindness/deafness, gentle repose, hold person, 
    ray of enfeeblement
  3rd level (3 slots): animate dead, bestow curse, vampiric touch
  4th level (3 slots): banishment, blight, death ward
  5th level (2 slots): antilife shell, cloudkill, flame strike
  6th level (1 slot): circle of death
  7th level (1 slot): symbol
  Mortal Strike. As a bonus action, when the death priest hits a 
  creature with a weapon attack, it can expend a spell slot to deal 
  an extra 1d8 necrotic damage to the target, and the target must 
  succeed on a DC 14 Wisdom 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. If the death priest expends a 
  spell slot of 2nd level or higher, the extra necrotic damage increases 
  by 1d8 for each level above 1st (maximum 5d8).
  Actions
  Scythe. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 
  Hit: 8 (1d10 + 3) slashing damage.
  spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell 
  attacks). It has the following cleric spells prepared:
  Cantrips (at will): mending, poison spray, toll the dead, thaumaturgy
  1st level (4 slots):  charm person, command, disguise self, guiding 
    bolt, healing word
  2nd level (3 slots): blindness/deafness, mirror image, pass without 
    trace, silence 
  3rd level (3 slots): bestow curse, blink, dispel magic. feign death
  4th level (3 slots): banishment, dimension door, freedom of 
    movement, polymorph
  Sneak Attack (1/Turn). The divine trickster deals an extra 14 
  (4d6) damage when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 feet of 
  an ally of the divine trickster that isn't incapacitated and the divine 
  trickster doesn't have disadvantage on the attack roll.
  Actions
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 3) piercing damage plus 14 (4d6) poison damage.
  Reactions
  Misty Escape (Recharges after a Short or Long Rest). In response
  to taking damage, the divine trickster turns invisible and teleports up 
  to 60 feet to an unoccupied space it can see. It remains invisible until 
  the start of its next turn or until it attacks, makes a damage roll, or 
  casts a spell.
  Divine Trickster
  Medium humanoid (any race), any non-lawful
  Armor Class 15 (studded leather)
  Hit Points 77 (14d10 + 14)
  Speed 30 ft., burrow 5 ft., climb 30 ft.
  STR           DEX           CON           INT           WIS           CHA 
          10 (+0)      16 (+3)      12 (+1)      12 (+1)      17 (+3)      14 (+2)
  Saving Throws Dex +6, Wis +6, Cha +5 
  Skills Deception +6, Religion +6, Stealth +5
  Senses passive Perception 16
  Languages any two languages
  Challenge 6 (2,300 XP)
  Cunning Action. The divine trickster can take the Dash, Disengage, 
  or Hide action as a bonus action on each of its turns.  
  Divine Strike. Once on each of the divine trickster's turns when it 
  hits a creature with a weapon attack, it can cause the attack to deal 
  an extra 1d8 poison damage to the target. 
  Evasion. If the divine trickster is subjected to an effect that allows it 
  to make a Dexterity saving throw to take only half damage, the divine 
  trickster instead takes no damage if it succeeds on the saving throw, 
  and only half damage if it fails. 
  Spellcasting. The divine trickster is a 7th-level spellcaster. Its 
  
  316
  Appendix II. NonPlayer Characters
  Dreadmaster
  Medium humanoid (any race), lawful evil
  Armor Class 18 (plate)
  Hit Points 113 (15d8 + 45)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)      10 (+0)      16 (+3)      10 (+0)      12 (+1)      16 (+3)
  Saving Throws Str +10, Con +7, Wis +5, Cha +7
  Skills Intimidation +7, Perception +7, Religion +5 
  Senses passive Perception 17
  Languages any one language (usually Common) 
  Challenge 10 (5,900 XP)
  Aura of Dread. A creature hostile to the dreadmaster that starts its 
  turn within 20 feet of the dreadmaster must succeed on a DC 15 
  Wisdom saving throw, unless the dreadmaster is incapacitated. On 
  a failed save, the target is frightened until the start of its next turn. 
  While frightened in this way, the target can't perform any actions 
  except move up to half its speed. If a creature's saving throw is 
  successful, the creature is immune to the dreadmaster's Aura of 
  Dread for the next 24 hours. 
  Smite (1/Turn). As a bonus action, when the dreadmaster hits a 
  creature with a weapon attack, it can expend a 1st level spell slot 
  to deal an extra 2d8 necrotic damage and the target must succeed 
  on a DC 15 Wisdom saving throw or become frightened until the 
  end of its next turn.  The creature is paralyzed while frightened. 
  If the dreadmaster expends a spell slot of 2nd level or higher, the 
  extra necrotic damage increases by 1d8 for each level above 1st 
  (maximum 5d8). 
  Spellcasting. The dreadmaster is a 15th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 15). It has the 
  following paladin spells prepared:
  1st level (4 slots): bane, command, hunter's mark
  2nd level (3 slots): branding smite, hold person
  3rd level (3 slots): crusader's mantle, haste
  4th level (2 slots): dimension door, staggering smite
  Actions
  Multiattack.  The dreadmaster makes two heavy morningstar attacks 
  or two longbow attacks.  It can use Command Ally in place of one 
  weapon attack.
  Heavy Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 9 (1d12 + 3) piercing damage plus 13 (3d8) necrotic 
  damage.
  Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one 
  target. Hit: 5 (1d8 + 1) piercing damage.
  Command Ally. The dreadmaster targets an ally within 30 feet that 
  can see and hear the dreadmaster.  The target uses its reaction to 
  move up to half its speed and make one melee attack.
  Dreadmaster's Presence (1/Day). Each ally within 30 feet of the 
  dreadmaster, can see the dreadmaster, and not already affected by 
  Dreadmaster's Presence gain advantage on attack rolls until the start 
  of the dreadmaster's next turn.  Each creature of the dreadmaster's 
  choice that is within 30 feet of it, can see it, and not already affected 
  by Dreadmaster's Presence become frightened until the start of the 
  dreadmaster's next turn. 
  Dread Lord of Bane
  Medium humanoid (any race), lawful evil
  Armor Class 20 (plate, shield)
  Hit Points 113 (15d8 + 45)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)      10 (+0)      16 (+3)      12 (+1)      20 (+5)      14 (+2)
  Saving Throws Con +8, Wis +10, Cha +7
  Skills Intimidation +7, Perception +10, Religion +10 
  Senses passive Perception 20
  Languages any two languages 
  Challenge 13 (10,000 XP)
  Aura of Dread. A creature hostile to the dread lord of Bane that 
  starts its turn within 20 feet of the dread lord of Bane must succeed 
  on a DC 18 Wisdom saving throw, unless the dread lord of Bane is 
  incapacitated. On a failed save, the target is frightened until the start 
  of its next turn. While frightened in this way, the target can't perform 
  any actions except move up to half its speed. If a creature's saving 
  throw is successful, the creature is immune to the dread lord of 
  Bane's Aura of Dread for the next 24 hours. 
  Legendary Resistance (3/Day). If the dread lord of Bane fails a 
  saving throw, it can choose to succeed instead. 
  Smite (1/Turn). As a bonus action, when the dread lord of Bane hits 
  a creature with a weapon attack, it can expend a 1st level spell slot 
  to deal an extra 2d8 necrotic damage and the target must succeed 
  on a DC 18 Wisdom saving throw or become frightened until the 
  end of its next turn.  The creature is paralyzed while frightened. If 
  the dread lord of Bane expends a spell slot of 2nd level or higher, 
  the extra necrotic damage increases by 1d8 for each level above 1st 
  (maximum 5d8). 
  Spellcasting. The dread lord of Bane is a 17th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell 
  attacks). It has the following cleric spells prepared:
  Cantrips (at will): guidance, mending, sacred flame, thaumaturgy, 
    toll the dead
  1st level (4 slots): bane, command
  2nd level (3 slots): augury, hold person, zone of truth
  3rd level (3 slots): bestow curse, dispel magic, spirit guardians
  4th level (3 slots): banishment, guardian of faith, freedom of 
    movement
  5th level (2 slots): contagion, dispel evil and good, flame strike
  6th level (1 slot): blade barrier, harm
  7th level (1 slot): divine word, fire storm
  8th level (1 slot): antimagic field 
  9th level (1 slot): gate
  Actions
  Multiattack.  The dread lord of Bane makes two morningstar attacks 
  or two longbow attacks.  
  Morningstar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
  Hit: 7 (1d8 + 3) piercing damage plus 9 (2d8) necrotic damage.
  Legendary Actions
  The dread lord of Bane 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 dread lord of 
  Bane regains spent legendary actions at the start of its turn.
  Attack. The dread lord of Bane makes a weapon attack. 
  Move. The dread lord of Bane moves up to half its speed.
  Bane/Command.  The dread lord of Bane casts bane or command, 
    using a spell slot as normal.
  Cast a Spell (Costs 2 Actions). The dread lord of Bane casts a spell 
    from its list of prepared spells, using a spell slot as normal.
  Dreadmaster
  Dreadmasters are blackguards serving the god Bane.  They often 
  lead Zhentarim troops and the Church of Bane into battle.
    Dread Companion.  Dreadmasters always have a special 
  beast or monstrous companion known as a dread beast that has 
  absolute loyalty to its dreadmaster.  Typical dread beasts are 
  displacer beasts, hell hounds, and nightmares.  
  
  317
  Appendix II. NonPlayer Characters
  Frostmaiden of Auril
  Medium humanoid (any race), any evil
  Armor Class 15 (breastplate)
  Hit Points 59 (9d8 + 18)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      12 (+1)      14 (+2)      10 (+0)      17 (+3)      10 (+0)
  Saving Throws Con +5, Wis +6, Cha +3 
  Skills Perception +6, Religion +6, Survival +6
  Senses passive Perception 16
  Languages any one language (usually Common)
  Challenge 5 (1,800 XP)
  Spellcasting. The frostmaiden is a 9th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell 
  attacks). It has the following cleric spells prepared:
  Cantrips (at will): mending, resistance, toll the dead, thaumaturgy
  1st level (4 slots):  armor of Agathys, fog cloud, inflict wounds
  2nd level (3 slots): gust of wind, hold person, Snilloc's snowball 
    swarm
  3rd level (3 slots): bestow curse, gaseous form, sleet storm
  4th level (3 slots): banishment, control water, ice storm
  5th level (1 slot): cone of cold, contagion, control winds
  Auril's Kiss. As a bonus action, when the frostmaiden hits a creature 
  with a weapon attack, it can expend a spell slot to deal an extra 1d8 
  frost damage to the target, and the target must succeed on a DC 14 
  Constitution saving throw or be restrained and can't use reactions 
  until the end of its next turn. If the frostmaiden expends a spell slot 
  of 2nd level or higher, the extra frost damage increases by 1d8 for 
  each level above 1st (maximum 5d8).
  Actions
  Handaxe. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 
  ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  Foe Hunter
  Medium humanoid (any race), any alignment
  Armor Class 16 (studded leather)
  Hit Points 85 (13d8 + 26)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          12 (+1)      18 (+4)      14 (+2)      10 (+0)      14 (+2)      10 (+0)
  Saving Throws Strength +3, Dex +6, Wis +4
  Skills Perception +4, Survival +4, Stealth +6
  Senses passive Perception 15
  Languages any one language (usually Common) 
  Challenge 4 (1,100 XP)
  Spellcasting. The foe hunter is a 13th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 13). It has the following 
  ranger spells prepared:
  1st level (4 slots): ensnaring strike, hunter's mark 
  2nd level (3 slots): silence, spike growth
  3rd level (3 slots): conjure barrage, lightning arrow
  4th level (1 slot): freedom of movement, grasping vine
  Stealthy. On each of its turns, the foe hunter can use a bonus action 
  to take the Hide action. 
  Slay Foe (1/Turn). The foe hunter deals an extra 9 (2d8) damage 
  with its weapon attack if it hits a creature that doesn't have all its 
  hit points.  If the creature's hit points drop to 0, the foe hunter can 
  choose to knock the creature unconscious instead of leaving it dying.
  Actions
  Multiattack. The foe hunter makes two melee attacks or two ranged 
  attacks.
  Rapier. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage.  
  Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one 
  creature. Hit: 8 (1d8 + 4) piercing damage.
  Variant Rules: Frost Domain
  Below is the list of domain spells available to the cleric who 
  has chosen the Frost domain as their divine domain.
  Frost Domain Spells
   Cleric Level Spells 
              1st 
  armor of Agathys, fog cloud
          3rd 
  gust of wind, Snilloc's snowball swarm
             5th  
  gaseous form, sleet storm
             7th 
  control water, ice storm 
          9th 
  cone of cold, control winds
  Frostmaiden of Auril
  Frostmaidens are evil divine casters who worship Auril, the 
  Goddess of Winter.  They often have silvery or snow-shite hair 
  and pale-bluish skin.  An uncomfortable cold aura emanates from 
  them, and frost appears on the ground's surface where they tread.  
  They either live alone as hermits in arctic areas or snow-capped 
  mountains, or with tribes of cold-type creatures like yeti and frost 
  giants. 
  
  318
  Appendix II. NonPlayer Characters
  Hexblade
  Medium humanoid (any), any alignment
  Armor Class 18 (scale mail, shield)
  Hit Points 72 (11d8 + 22)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      14 (+2)       14 (+2)     12 (+1)      11 (+0)      16 (+3)
  Saving Throws Con +5, Wis +3, Cha +6 
  Skills Arcana +4, Deception +6, Intimidation +6
  Senses darkvision 60 ft., passive Perception 10
  Languages any two languages
  Challenge 7 (2,900 XP)
  Spellcasting. The hexblade is an 11th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell 
  attacks). It regains its expended spell slots when it finishes a short or 
  long rest. It knows the following warlock spells:
  Cantrips (at will): eldritch blast, infestation, mage hand, poison spray  
  1st level-5th level (3 5th-level slots): blink, blur, cone of cold, 
    dimension door, dispel magic, elemental weapon, hellish rebuke, 
    misty step, shield, staggering smite, wrathful smite
  1/day each: circle of death
  Hexblade's Curse (Recharges after a Short or Long Rest). As a 
  bonus action, the hexblade targets a creature it can see within 30 
  feet of it.  The target is cursed for 1 minute.  The curse ends early 
  if the target dies, the hexblade dies, or it is incapacitated.  Until the 
  curse ends, the hexblade gains the following benefits:
  • It deals an extra 3 damage on damage rolls against the cursed 
  target.
  • Any attack roll it makes against the cursed target is a critical hit 
    on a roll of 19 or 20 on the d20. 
  • If the cursed target dies, the hexblade regains 14 hit points.
  Actions
  Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage.
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Reactions
  Armor of Hexes. When hit by an attack roll by a creature cursed by 
  the hexblade's Hexblade's Curse, roll a d6. On a roll of 4 or higher, 
  the attack instead misses the hexblade, regardless of its roll.
  
  319
  Appendix II. NonPlayer Characters
  Hex Knight
  Medium humanoid (any), any alignment
  Armor Class 19 (half plate, shield)
  Hit Points 180 (24d8 + 72)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      14 (+2)       16 (+3)     12 (+1)      12 (+1)      20 (+5)
  Saving Throws Con +8, Wis +6, Cha +10 
  Skills Arcana +6, Deception +10, Intimidation +10
  Senses darkvision 60 ft., passive Perception 10
  Languages any two languages
  Challenge 16 (15,000 XP)
  Legendary Resistance (3/Day). If the hex knight fails a saving throw, 
  it can choose to succeed instead. 
  Spellcasting. The hex knight is a 17th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 18, +10 to hit with 
  spell attacks). It regains its expended spell slots when it finishes a 
  short or long rest. It knows the following warlock spells:
  Cantrips (at will): eldritch blast, infestation, mage hand, poison spray  
  1st level-5th level (4 5th-level slots): blink, blur, cone of cold, 
    dimension door, dispel magic, elemental weapon, hellish rebuke, 
    misty step, shield, staggering smite, wrathful smite
  1/day each: circle of death, forcecage, foresight, maddening darkness
  Eldritch War Magic. When the hex knight uses its action to cast a 
  spell or cantrip, it can make one weapon attack as a bonus action. 
  Hexblade's Curse (Recharges after a Short or Long Rest). As a 
  bonus action, the hex knight targets a creature it can see within 30 
  feet of it.  The target is cursed for 1 minute.  The curse ends early if 
  the target dies, the hex knight dies, or it is incapacitated.  Until the 
  curse ends, the hex knight gains the following benefits:
  • It deals an extra 5 damage on damage rolls against the cursed 
  target.
  • Any attack roll it makes against the cursed target is a critical hit 
    on a roll of 19 or 20 on the d20. 
  • If the cursed target dies, the hex knight regains 20 hit points.
  Actions
  Multiattack.  The hex knight makes two melee attacks.
  Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 8 (1d6 + 5) slashing damage plus 14 (4d6) necrotic damage and 
  the target gains disadvantage to its attack rolls and saving throws 
  until the end of the Hex Knight's next turn.
  Legendary Actions
  The hex knight 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 hex knight 
  regains spent legendary actions at the start of its turn.
  Attack. The hex knight makes a weapon attack. 
  Cantrip. The hex knight casts a cantrip. 
  Move. The hex knight moves up to half its speed.
  Cast a Spell (Costs 2 Actions). The hex knight casts a spell 
    from its list of prepared spells, using a spell slot as normal.
  Reactions
  Armor of Hexes. When hit by an attack roll by a creature cursed by 
  the hex knight's Hexblade's Curse, roll a d6. On a roll of 4 or higher, 
  the attack instead misses the hex knight, regardless of its roll.
  High Inquisitor
  Medium humanoid (any), any lawful
  Armor Class 20 (plate, shield)
  Hit Points 165 (22d8 + 66)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          20 (+5)        8 (-1)        16 (+3)      10 (+0)      12 (+1)      16 (+3)
  Saving Throws Con +8, Wis +6, Cha +8
  Skills Intimidation +8, Perception +6, Religion +6 
  Senses passive Perception 13
  Languages any one language (usually Common) 
  Challenge 16 (15,000 XP)
  Aura of Judgement. A creature hostile to the high inquisitor that 
  is within 15 feet of the high inquisitor has disadvantage on saving 
  throws against being frightened.
  Legendary Resistance (3/Day). If the high inquisitor fails a saving 
  throw, it can choose to succeed instead. 
  Spellcasting. The high inquisitor is a 19th-level spell caster. Its 
  spellcasting ability is Charisma (spell save DC 16). It has the 
  following paladin spells prepared: 
  1st level (4 slots): command, compelled duel, searing smite 
  2nd level (3 slots): hold person, misty step
  3rd level (3 slots) : dispel magic, fear
  4th level (3 slots): banishment, staggering smite
  5th level (2 slots): destructive wave (necrotic)
  Smite (1/Turn). As a bonus action, when the high inquisitor hits a 
  creature with a weapon attack, it can expend a 1st level spell slot 
  to deal 2d8 necrotic or radiant damage to the target, and the target 
  must succeed in a DC 16 Wisdom saving throw or be frightened 
  the end of its next turn. If the high inquisitor expends a spell slot of 
  2nd level or higher, the extra damage increases by 1d8 for each level 
  above 1st (maximum 5d8). 
  Actions
  Multiattack.  The high inquisitor makes three melee attacks.  It can 
  use Glare of Reckoning in place of one melee attack.
  Flail. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
  Hit: 8 (1d8 + 4) bludgeoning damage plus 13 force damage.
  Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., 
  one target. Hit: 5 (1d10) piercing damage.
  Glare of Reckoning. The high inquisitor targets one frightened 
  creature it can see within 30 feet of it. The target must make a DC 
  16 Wisdom saving throw. On a failure, the target is paralyzed until 
  the high inquisitor deals damage to it, or until the end of the high 
  inquisitor's next turn.  
  Legendary Actions
  The high inquisitor 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 high 
  inquisitor regains spent legendary actions at the start of its turn.
  Attack. The high inquisitor makes a weapon attack. 
  Move. The high inquisitor moves up to half its speed.
  Glare. The high inquisitor uses its Glare of Reckoning.
  Cast a Spell (Costs 2 Actions). The high inquisitor casts a spell 
    from its list of prepared spells, using a spell slot as normal.
  
  320
  Appendix II. NonPlayer Characters
  Inquisitor
  Medium humanoid (any), any lawful
  Armor Class 19 (splint, shield)
  Hit Points 75 (10d8 + 30)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          18 (+4)        8 (-1)        16 (+3)      10 (+0)      12 (+1)      14 (+2)
  Saving Throws Con +4, Wis +3, Cha +4
  Skills Intimidation +4, Perception +3, Religion +3 
  Senses passive Perception 13
  Languages any one language (usually Common) 
  Challenge 5 (1,800 XP)
  Aura of Judgement. A creature hostile to the inquisitor that is within 
  10 feet of the inquisitor has disadvantage on saving throws against 
  being frightened.
  Smite (1/Turn). As a bonus action, when the inquisitor hits a 
  creature with a weapon attack, it can expend a 1st level spell slot 
  to deal 2d8 necrotic or radiant damage to the target, and the target 
  must succeed in a DC 13 Wisdom saving throw or be frightened the 
  end of its next turn. If the inquisitor expends a spell slot of 2nd level 
  or higher, the extra damage increases by 1d8 for each level above 1st 
  (maximum 5d8). 
  Spellcasting. The inquisitor is a 10th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 13). It has the 
  following paladin spells prepared:
  1st level (4 slots): bane, command, hunter's mark
  2nd level (3 slots): hold person, misty step
  3rd level (2 slots): crusader's mantle, fear
  Actions
  Multiattack.  The inquisitor makes two melee attacks.
  Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
  Hit: 8 (1d8 + 4) bludgeoning damage.
  Heavy Crossbow. Ranged Weapon Attack: +1 to hit, range 30/120 ft., 
  one target. Hit: 5 (1d10) piercing damage.
    
  Marshal
  Medium humanoid (any race), any alignment
  Armor Class 18 (breastplate, shield)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)      14 (+2)       14 (+2)     12 (+1)      12 (+1)      16 (+3)
  Saving Throws Str +6, Con +5, Wis +4
  Skills Perception +4
  Senses passive Perception 14
  Languages any two languages
  Challenge 5 (1,800 XP)
  Marshal Allies. Unless the marshal is incapacitated, it and creatures 
  of its choice within 30 feet of it have advantage on saving throws 
  against being frightened.
  Rallying Cry (1/Day). Each creature of the marshal's choice that is 
  within 30 feet of it, can hear it, and not already affected by Rallying 
  Cry gain advantage on attack rolls and saving throws until the start 
  of the marshal's next turn. The marshal can then make one attack as 
  a bonus action.
  Actions
  Multiattack. The marshal makes three melee attacks or three ranged 
  attacks.  It can use its Command or Maneuver Allies in place of one  
  attack.
  Longsword. Melee Weapon Attack: +6 to hit, one target. 
  Hit: 7 (1d8 + 3) slashing damage. 
  Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one 
  creature. Hit: 6 (1d8 + 2) piercing damage.
  Command. The marshal targets one ally it can see within 30 feet of 
  it. If the target can see and hear the marshal, the target can make 
  one weapon attack as a reaction.
  Maneuver Allies (Recharge 5-6). Up to four allies within 60 feet of 
  this marshal that can hear it can each use their reaction to move up 
  to half their speed without provoking opportunity attacks.
  Reactions
  Directed Strike (3/day). When a creature the marshal can see within 
  30 feet of it makes an attack roll, and the creature can hear the 
  marshal, the marshal grants advantage to that roll.
  
  321
  Appendix II. NonPlayer Characters
  Sergeant
  Medium humanoid (any race), any alignment
  Armor Class 16 (scale mail, shield)
  Hit Points 20 (3d8 + 6)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          16 (+3)      10 (+0)       14 (+2)     10 (+0)      10 (+0)      12 (+1)
  Skills Perception +2
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 1 (200 XP)
  Actions
  Longsword. Melee Weapon Attack: +5 to hit, one target. 
  Hit: 7 (1d8 + 3) slashing damage. 
  Longbow. Ranged Weapon Attack: +2 to hit, range 150/600 ft., one 
  creature. Hit: 4 (1d8) piercing damage.
  Command. The sergeant targets one ally it can see within 30 feet of 
  it. If the target can see and hear the sergeant, the target can make 
  one weapon attack as a reaction.
  Maneuver Allies (Recharge 5-6). Up to four allies within 60 feet of 
  this sergeant that can hear it can each use their reaction to move up 
  to half their speed without provoking opportunity attacks.
  Shadow Fist Initiate
  Medium humanoid (any race), any non-good alignment
  Armor Class 15
  Hit Points 46 (7d8 + 14)
  Speed 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          12 (+1)      16 (+3)      14 (+2)      11 (+0)      14 (+2)      11 (+0)
  Saving Throws Dex +5, Con +4, Wis +4 
  Skills Perception +4, Stealth +7
  Senses passive Perception 14
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  Innate Spellcasting. The shadow fist's innate spellcasting ability 
  is Wisdom. The shadow fist can innately cast the following spells, 
  without providing material components:
  1/day each: darkness, darkvision, pass without trace, silence
  Shadow Stealth. While in dim light or darkness, the shadow fist can 
  take the Hide action as a bonus action. 
  Shadow Step. While in dim light or darkness, the shadow fist can 
  teleport as a bonus action up to 60 feet to an unoccupied space it can 
  see that is also in dim light or darkness. It then has advantage on the 
  first melee attack it makes before the end of the turn.
  Unarmored Defense. While the shadow fist is wearing no armor and 
  wielding no shield, its AC includes its Wisdom modifier. 
  Sneak Attack (1/Turn). The shadow fist deals an extra 3 (1d6) 
  damage when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 feet of 
  an ally of the shadow fist that isn't incapacitated and the shadow fist 
  doesn't have disadvantage on the attack roll.
  Stunning Strike (3/Day). Once per turn, when the shadow fist hits 
  a creature with a melee weapon attack, it can force the creature to 
  make a DC 12 Constitution saving throw or be stunned until the end 
  of the creature's next turn.
  Actions
  Multiattack. The shadow fist makes three attacks: one with its 
  shortsword and two of which can be an unarmed strike or a dart 
  attack. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage.
  Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage.
  Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. 
  Hit: 5 (1d4 + 3) piercing damage.
  Shadow Fist 
  The shadow fist is a monastic organization of pragmatic monk 
  assasins that follow the way of the shadow.  Though not inherently 
  evil, they clash often with good organizations and adventuring 
  parties.
  
  322
  Appendix II. NonPlayer Characters
  Shadow Fist Assassin
  Medium humanoid (any race), any non-good alignment
  Armor Class 17
  Hit Points 85 (13d8 + 26)
  Speed 40 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          12 (+1)      18 (+4)      14 (+2)      11 (+0)      16 (+3)      12 (+1)
  Saving Throws Str +5, Dex +8, Con +6, Wis +7 
  Skills Perception +7, Stealth +12
  Senses passive Perception 17
  Languages any one language (usually Common)
  Challenge 11 (7,200 XP)
  Assassinate. During its first turn, the shadow fist has advantage on 
  attack rolls against any creature that hasn't taken a turn.  Any hit the 
  shadow fist scores against a surprised creature is a critical hit.
  Cunning Action. The shadow fist can take the Dash, Disengage, or 
  Hide action as a bonus action on each of its turns. 
  Evasion. If the shadow fist is subjected to an effect that allows it to 
  make a Dexterity saving throw to take only half damage, the shadow 
  fist instead takes no damage if it succeeds on the saving throw, and 
  only half damage if it fails.
  Innate Spellcasting. The shadow fist's innate spellcasting ability 
  is Wisdom. The shadow fist can innately cast the following spells, 
  without providing material components:
  1/day each: darkness, darkvision, pass without trace, silence
  Shadow Step. While in dim light or darkness, the shadow fist can 
  teleport as a bonus action up to 60 feet to an unoccupied space it can 
  see that is also in dim light or darkness. It then has advantage on the 
  first melee attack it makes before the end of the turn.
  Unarmored Defense. While the shadow fist is wearing no armor and 
  wielding no shield, its AC includes its Wisdom modifier. 
  Sneak Attack (1/Turn). The shadow fist deals an extra 14 (4d6) 
  damage when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 feet of 
  an ally of the shadow fist that isn't incapacitated and the shadow fist 
  doesn't have disadvantage on the attack roll.
  Stunning Strike (4/Day). Once per turn, when the shadow fist hits 
  a creature with a melee weapon attack, it can force the creature to 
  make a DC 15 Constitution saving throw or be stunned until the end 
  of the creature's next turn.
  Actions
  Multiattack. The shadow fist makes three attacks: one with its 
  shortsword and two of which can be an unarmed strike or a dart 
  attack. 
  Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a 
  DC 15 Constitution saving throw, taking 24 (7d6) poison damage on 
  a failed save, or half as much damage on a successful one. 
  Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 4) bludgeoning damage.
  Dart. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. 
  Hit: 6 (1d4 + 4) piercing damage. 
  Shadow Fist Master
  Medium humanoid (any race), any non-good alignment
  Armor Class 19
  Hit Points 130 (20d8 + 40)
  Speed 50 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          12 (+1)      20 (+5)      14 (+2)      12 (+1)      18 (+4)      14 (+2)
  Saving Throws Str +6, Dex +10, Con +7, Wis +9 
  Skills Perception +9, Stealth +15
  Senses passive Perception 19
  Languages any two languages
  Challenge 16 (15,000 XP)
  Assassinate. During its first turn, the shadow fist has advantage on 
  attack rolls against any creature that hasn't taken a turn.  Any hit the 
  shadow fist scores against a surprised creature is a critical hit.
  Cunning Action. The shadow fist can take the Dash, Disengage, or 
  Hide action as a bonus action on each of its turns. 
  Evasion. If the shadow fist is subjected to an effect that allows it to 
  make a Dexterity saving throw to take only half damage, the shadow 
  fist instead takes no damage if it succeeds on the saving throw, and 
  only half damage if it fails.
  Innate Spellcasting. The shadow fist's innate spellcasting ability 
  is Wisdom. The shadow fist can innately cast the following spells, 
  without providing material components:
  1/day each: darkness, darkvision, pass without trace, silence
  Shadow Step. While in dim light or darkness, the shadow fist can 
  teleport as a bonus action up to 60 feet to an unoccupied space it can 
  see that is also in dim light or darkness. It then has advantage on the 
  first melee attack it makes before the end of the turn.
  Unarmored Defense. While the shadow fist is wearing no armor and 
  wielding no shield, its AC includes its Wisdom modifier. 
  Sneak Attack (1/Turn). The shadow fist deals an extra 17 (5d6) 
  damage when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 feet of 
  an ally of the shadow fist that isn't incapacitated and the shadow fist 
  doesn't have disadvantage on the attack roll.
  Stunning Strike (7/Day). Once per turn, when the shadow fist hits 
  a creature with a melee weapon attack, it can force the creature to 
  make a DC 17 Constitution saving throw or be stunned until the end 
  of the creature's next turn.
  Actions
  Multiattack. The shadow fist makes four attacks: one with its 
  shortsword and three of which can be an unarmed strike or a dart 
  attack. 
  Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a 
  DC 15 Constitution saving throw, taking 24 (7d6) poison damage on 
  a failed save, or half as much damage on a successful one. 
  Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 5) bludgeoning damage.
  Dart. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. 
  Hit: 7 (1d4 + 5) piercing damage. 
  Cloak of Shadows. While in dim light or darkness, the shadow fist 
  becomes invisible until it makes an attack. cast a spell, or is in an 
  area of bright light. 
  Reactions
  Uncanny Dodge. The shadow fist halves the damage that it takes 
  from an attack that hits it. The shadow fist must be able to see the 
  attacker.
  
  323
  Appendix II. NonPlayer Characters
  Skald
  Medium humanoid (any race), any non-Lawful alignment
  Armor Class 15 (studded leather)
  Hit Points 78 (12d8 +24)
  Speed 40 ft.
  STR           DEX           CON           INT           WIS           CHA 
          17 (+3)      16 (+3)      14 (+2)     10 (+0)      10 (+0)       17 (+3)
  Saving Throws Dex +6, Con +5, Cha +6 
  Skills Deception +9, Perception +6, Performance +9, Stealth +6
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 6 (2,300 XP)
  Reckless. At the start of its turn, the skald can gain advantage on all 
  melee weapon attack rolls during that turn, but attack rolls against it 
  have advantage until the start of its next turn. 
  Spellcasting. The skald is a 10th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 14). It has the following bard 
  spells prepared:
  Cantrips (at will): mage hand, minor illusion, vicious mockery
  1st level (4 slots): dissonant whispers, healing word, heroism, 
    longstrider 
  2nd level (3 slots): blur, hold person, shatter
  3rd level (3 slots): catnap, fear, haste
  4th level (3 slot): confusion, freedom of movement
  5th level (1 slot): mass cure wounds 
  Inspiring Strike (1/Day). As a bonus action, when the skald hits a 
  creature with a weapon attack, the skald can target up to three allies 
  it can see within 30 feet of it. If the target can see and hear the skald, 
  the target can move up to half its speed and make one weapon attack 
  as a reaction.   
  Actions
  Multiattack. The skald makes two melee attacks or two ranged 
  attacks. 
  Longsword. Melee Weapon Attack: +6 to hit, one target. 
  Hit: 7 (1d8 + 3) slashing damage. 
  Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one 
  creature. Hit: 4 (1d8) piercing damage. 
  Reactions
  Distracting Taunt (3/Day). The skald magically imposes disadvantage 
  to a creature's attack roll, ability check, or saving throw.  To do so, the 
  creature must be within 30 feet of the skald and must be visible and be 
  able to hear to the skald.
  Skirmisher
  Medium humanoid (any race), any alignment
  Armor Class 15 (studded leather)
  Hit Points 17 (3d8 + 3)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          10 (+0)      16 (+3)       12 (+1)     10 (+0)      12 (+1)      10 (+0)
  Skills Perception +3, Stealth +5
  Senses passive Perception 13
  Languages any one language (usually Common)
  Challenge 1 (200 XP)
  Lightfooted. The skirmisher can take the Dash or Disengage action 
  as a bonus action on each of its turns. 
  Skirmish Advantage. The skirmisher gains advantage on its first 
  attack roll this turn if it has moved at least 15 feet from its space at 
  the beginning of its turn.
  Actions
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage.
  Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one 
  creature. Hit: 7 (1d8 + 3) piercing damage. 
  Reactions
  Skirmisher. When an enemy the skirmisher can see ends its turn 
  within 5 feet of it, the skirmisher can move up to half its speed. This 
  movement doesn’t provoke opportunity attacks.
  
  324
  Appendix II. NonPlayer Characters
  Skirmisher Elite
  Medium humanoid (any race), any alignment
  Armor Class 15 (studded leather)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          10 (+0)      18 (+4)       14 (+2)     10 (+0)      12 (+1)      10 (+0)
  Skills Perception +3, Stealth +6
  Senses passive Perception 13
  Languages any one language (usually Common)
  Challenge 4 (1,100 XP)
  Lightfooted. The skirmisher can take the Dash or Disengage action 
  as a bonus action on each of its turns. 
  Skirmish Advantage. The skirmisher gains advantage on its first 
  attack roll this turn if it has moved at least 15 feet from its space at 
  the beginning of its turn.
  Sneak Attack (1/Turn). The skirmisher deals an extra 10 (3d6) 
  damage when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 feet of 
  an ally of the skirmisher that isn't incapacitated and the skirmisher 
  doesn't have disadvantage on the attack roll.
  Actions
  Multiattack. The skald makes two melee attacks or two ranged 
  attacks. 
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) piercing damage.
  Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one 
  creature. Hit: 8 (1d8 + 4) piercing damage.
  Reactions
  Skirmisher. When an enemy the skirmisher can see ends its turn 
  within 5 feet of it, the skirmisher can move up to half its speed. This 
  movement doesn’t provoke opportunity attacks.
  Storm Priest
  Medium humanoid (any race), any chaotic
  Armor Class 15 (breastplate)
  Hit Points 59 (9d8 + 18)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          14 (+2)      12 (+1)      14 (+2)      10 (+0)      17 (+3)      10 (+0)
  Saving Throws Con +4, Wis +5, Cha +2 
  Skills Perception +5, Religion +5, Survival +5
  Senses passive Perception 16
  Languages any one language (usually Common)
  Challenge 4 (1,100 XP)
  Spellcasting. The storm priest is a 9th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell 
  attacks). It has the following cleric spells prepared:
  Cantrips (at will): mending, resistance, toll the dead, thaumaturgy
  1st level (4 slots):  fog cloud, inflict wounds, thunderwave
  2nd level (3 slots): gust of wind, hold person, shatter
  3rd level (3 slots): bestow curse, call lightning, sleet storm
  4th level (3 slots): banishment, control water, ice storm
  5th level (1 slot): control winds, destructive wave, insect plague
  Actions
  Spear. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing 
  damage if used with two hands to make a melee attack, plus 4 (1d8) 
  thunder damage.
  Reactions
  Wrath of the Storm (3/day). When a creature within 5 feet of the 
  storm priest hits the storm priest with an attack,  and the storm 
  priest can see the creature, the storm priest can magically force 
  the creature to make a DC 14 Dexterity saving throw.  The creature 
  takes 9 (2d8) lightning or thunder damage on a failed saving throw, 
  and half as much damage on a successful one.
  
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  Appendix II. NonPlayer Characters
  Storm Sorcerer
  Medium humanoid (any), any alignment
  Armor Class 13 (16 with mage amor)
  Hit Points 61 (11d8 + 11)
  Speed 30 ft. 
  STR           DEX           CON           INT           WIS           CHA 
          10 (+0)      16 (+3)       12 (+1)      10 (+0)     12 (+1)      18 (+4)
  Skills Arcana +3, Perception +4
  Damage Resistances lightning, thunder 
  Senses passive Perception 14
  Languages any one language (usually Common)
  Challenge 7 (2,900 XP)
  Heart of the Storm.  Whenever the storm sorcerer casts a spell 
  other than a cantrip that deals lightning or thunder damage, a stormy 
  aura surrounds it.  In addition to the spell’s effects, creatures of its 
  choice within 10 feet of it take 5 lightning or thunder damage (storm 
  sorcerer' choice). 
  Spellcasting. The storm sorcerer is an 11th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell 
  attacks). It has the following sorcerer spells prepared:
  Cantrips (at will): mage hand, fire bolt, light, shocking grasp
  1st level (4 slots): mage armor, thunderwave
  2nd level (3 slots): gust of wind, misty step, shatter  
  3rd level (3 slots): lightning bolt, tidal wave
  4th level (3 slot): ice storm, storm sphere
  5th level (2 slot): control winds, synaptic static
  6th level (1 slot): chain lightning
  Sorcery Points. The storm sorcerer has 11 sorcery points. It can 
  spend l or more sorcery points as a bonus action to gain one of the 
  following benefits: 
    Heightened Spell: When the storm sorcerer casts a spell that forces 
  a creature to make a saving throw to resist the spell's effects, it can 
  spend 3 sorcery points to give one target of the spell disadvantage on 
  its first saving throw against the spell.
    Quickened Spell: When the storm sorcerer casts a spell that has a 
  casting time of 1 action, it can spend 2 sorcery points to change the 
  casting time to 1 bonus action for this casting.
  Actions
  Spear. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing 
  damage if used with two hands to make a melee attack.
  
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  By
  DRAGONIX 
  NOW AVAILABLE!
  PREVIEW
  MONSTER TALENTS
  DM OPTIONS
  
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  Design
  Dragonix
  Facebook Home Page
  Cover Art
  Sandeson Gonzaga
  Interior Art
  Sandeson Gonzaga
  Arcana Games' Character Stock Art
  The Homebrewery
  DMG Creator Resource Art
  Playtesters
  Mycko David, Kirby Gonzaga, Teddy Gonzaga, Marky Erquiza, James Manan-
  sala, Marco Pasamba, Jeff Quilala, Raffy San Antonio, TJ Sese, Teejay Suaring, 
  Michael Tiongson, Dave Young, Rowell Zaragoza, Rowena Zaragoza
  About the Cover
  I wanted the cover for this book to be special, and at 
  the same time, wanted to pay tribute to the classic D&D 
  books.  This was about monsters so I looked at the 
  classic Monster Manual covers.  Nothing jumped at me 
  until I saw the classic Players Handbook cover by David 
  Trampier.  I thought, what if the devil statue was actual-
  ly a golem?  So I commissioned Sandy Gonzaga as usual 
  and asked him, if that statue is a golem and it is about 
  to come alive to deal with the interlopers, what would it 
  look like 5 seconds later?  The result is what you see.
  About this Book (v1.01)
  DM Options: Monster Talents is the third book 
  about the Talents concept.  The first two books 
  (Character Options: Talents and Character Options: 
  Talents II) have been successful and made a huge 
  impact to a lot of players' gaming experience.  
  However, it did have balance issues that a DM had 
  to address.  And this book will finally help the 
  DM do that.  This time, the talents are not for the 
  players (well, most of it, see Chapter 3).  This time, 
  it's the DM who gets to have the fun choosing and 
  playing around with feat-like options for monsters.  
    This book covers the creatures from the Monster 
  Manual book, providing several talents to choose 
  from for each critter, depending on their CR.  The 
  higher the creature's CR, the more talents they can 
  have and the bigger their selection.  As a result, 
  you'll have plenty of options to make the tired 
  and typical encounters your players have gone 
  accustomed to dealing with suddenly fresh and 
  exciting.   With talents like the Stirge's insidious 
  Anesthetic Bite, the Beholder's obnoxious Redirect 
  Central Eye, the Balor's destructive Meteor Strike, 
  the Tarrasque's terrifying Disintegration Breath, 
  and the truly horrifying rage-quit inducing Potent 
  Antennae of the Rust Monster to arm your monsters 
  with, you'll have a delightful time tormenting and 
  shocking your players. 
    If you didn't purchase the Character Options: 
  Talents books, don't fret.  This book can still 
  provide you with ideas on how to create or 
  customize your monsters.  To help with this, take 
  a look at the Elite Monster template provided in 
  Chapter 4 and some elite creature samples. With 
  over 150 pages of talents, you'll find a lot you can 
  use here!  Enjoy!
  Acknowledgement
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten 
  Realms, the dragon ampersand, Player’s Handbook, Monster Manual, 
  Dungeon Master’s Guide, D&D Adventurers League, all other Wizards 
  of the Coast product names, and their respective logos are trade-
  marks of Wizards of the Coast in the USA and other countries. All 
  characters and their distinctive likenesses are property of Wizards of 
  the Coast. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of 
  the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast.   
  
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  Chapter 1
  Monster Manual Creatures
  A
  Aarakocra, Aboleth, Angels, 
  Animated Objects, Ankheg, Azer.
  B
  Banshee, Basilisk, Behir, 
  Beholders, Blights, Bugbears, 
  Bulette.
  C
  Cambion, Carrion Crawler, 
  Centaur, Chimera, Chuul, Cloaker, 
  Cockatrice, Couatl, Cyclops.
  D
  Darkmantle, Death Knight, 
  Demilich, Demons, Devils, 
  Dinosaurs, Displacer Beast, 
  Doppleganger, Dracolich, Dragon, 
  Shadow,  Dragons, Dragon Turtle,  
  Drider, Dryad, Duergar.
  E
  Elementals, Elves: Drow, 
  Empyrean, Ettercap, Ettin, Faerie 
  Dragon, Flameskull, Fomorian, 
  Fungi.
  G
  Galeb Duhr, Gargoyle, Genies, 
  Ghost, Ghouls, Giants, Gibbering 
  Mouther, Githyanki, Githzerai, 
  Gnolls, Gnome, Deep, Goblins, 
  Golems, Gorgon, Grell, Grick, 
  Griffon, Grimlock.
  H
  Hags, Harpy, Hellhound, Helmed 
  Horror, Hippogriff, Hobgoblins, 
  Homunculus, Hook Horror, 
  Hydra.
  I
  Intellect Devourer, Invisible 
  Stalker.
  J
  Jackalware.
  K
  Kenku, Kobolds, Kraken, Kuo-toa.
  L
  Lamia, Lich, Lizardfolk, 
  Lycanthropes.
  M
  Magmin, Manticore, Medusa, 
  Mephits, Merfolk, Merrow, Mimic, 
  Mindflayer, Minotaur, Modrons, 
  Mummies, Myconids.
  N
  Nagas, Nightmare, Nothic.
  O
  Ogres, Oni, Oozes, Orcs, Otyugh, 
  Owlbear.
  P
  Peryton, Piercer, Pixie, 
  Pseudodragon, Purple Worm.
  Q
  Quaggoth.
  R
  Rakshasa, Remorhazes, Revenant, 
  Roc, Roper, Rust Monster.
  S
  Sahuagin, Salamanders, 
  Satyr, Scarecrow, Shadow, 
  Shambling Mound, Shield 
  Guardian, Skeleton, Slaadi, 
  Spectre, Sphinxes, Sprite, Stirge, 
  Succubus/Incubus.
  T
  Tarrasque, Thri-Kreen, Treant, 
  Troglodyte, Troll.
  U
  Umber Hulk, Unicorn.
  V
  Vampires.
  W
  Water Weird, Wight, Will-o'-wisp, 
  Wraith, Wyvern.
  X
  Xorn.
  Y
  Yetis, Yuan-ti, Yugoloths.
  Z
  Zombies.
  Chapter II
  Miscellaneous Monsters 
  Death Dog, Dire Wolf, Giant Ape, 
  Giant Boar, Giant Hyena, Giant 
  Crocodile, Giant Scorpion, Giant 
  Shark, Lion/Tiger, Mammoth, 
  Phase Spider, Polar Bear, Sabre-
  toothed Tiger, Winter Wolf, Wolf/
  Worg.
  Chapter III
  Character Races 
  Aasimar, Firbolg, Goliath, Kenku, 
  Lizardfolk, Tabaxi, Triton.
  Chapter IV
  Elite Monster Template
  Balor, Chimera, Ettin, Frost Giant, 
  Goblin, Manticore, Mind Flayer.
  Table of Contents
  
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  T
  his chapter covers every creature listed in 
  the Monster Manual.  Under each creature's 
  name is the number of talents it has followed 
  by a list of available talents the creature can have.  
  Aarakocra
  The aarakocra (CR 1/4) can have 1 talent.
  Flyby
  Type: Trait.
  The aarakocra doesn't provoke an opportunity 
  attack when it flies out of an enemy's reach.
  Improved Dive Attack
  Type: Trait.
  If the aarakocra is flying and dives at least 30 feet 
  straight toward a target and then hits it with a 
  melee weapon attack, the target takes an extra 
  3 (1d6) damage and must succeed on a DC 10 
  Strength saving throw or be knocked prone.  
   
  Multiattack
  Type: Trait.
  The aarakocra makes two attacks: one with its 
  javelin and one with its talon. 
  Chapter 1. Monster Manual Creatures
  
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  Aboleth 
  The aboleth (CR 10) can have 4 talents. 
  Extra Legendary Action
  Type: Trait.
  The aboleth can take 1 additional legendary action 
  before the start of its next turn.  The aboleth can 
  retake this talent up to two additional times.  The 
  additional legendary action stacks.
  Improved Enslave
  Type: Trait.
  The aboleth can target up to two creatures it can 
  see within 30 feet with its Enslave feature.  
  Improved Multiattack
  Type: Trait.
  When the aboleth uses Multiattack, it makes four 
  attacks: three with its tentacles and one with its 
  tail.
  Innate Spellcaster (Psionics) 
  Type: Action.
  Talent Cost: 2 (Counts as 2 Talents). 
  The aboleth's innate spellcasting ability is 
  Intelligence (DC 16). It can innately cast the 
  following spells requiring no material components:  
  3/day (each): hypnotic pattern, phantasmal force
  2/day (each): hallucinatory terrain, major image
  1/day: project image
  Slime Orb
  Type: Legendary Action. 
  Slime Orb. Ranged Spell Attack: +9 to hit, range 120 
  ft., one target. Hit: 14 (4d6) acid damage and the 
  target must make a DC 14 Strength saving throw 
  or be restrained until the end of the aboleth's next 
  turn.
  Slime Sphere
  Type: Legendary Action (Costs 2 Actions). 
  Slime Sphere. The aboleth conjures a ball of acidic 
  slime that explodes at a point it can see within 120 
  feet of it.  Each creature in a 20-foot-radius sphere 
  centered on that point must make a DC 14 Strength 
  saving throw. On a failed save, the target takes 14 
  (4d6) acid damage and is restrained, or half as 
  much damage and isn't restrained on a successful 
  one.  A restrained creature takes 10 (3d6) acid 
  damage at the start of each of the Aboleth's turns.      
    A restrained creature can use an action to 
  perform a DC 14 Strength (Athletics) or Dexterity 
  (Acrobatics) check, ending the effect on itself on a 
  success.
  Tail Bash
  Type: Trait.
  If the aboleth's tail attack roll against a target 
  succeeds by 5 or more, the target must make a DC 
  14 Constitution saving throw or be stunned until 
  the end of the aboleth's next turn.
  
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  Angel 
  Angelic Presence
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  While the angel has more than half of its hit points, 
  all melee and ranged attacks made against the 
  angel have disadvantage.
  Aura of Radiance
  Type: Trait.
  A hostile creature that starts its turn within 5 feet 
  of the Angel takes 4 (1d8) radiant damage. 
  Angel of Vengeance
  Type: Trait.
  Once per short or long rest, the angel can take a 
  bonus action to mark a target hostile creature it can 
  see within 10 feet of it.  The angel gains advantage 
  on attack rolls against the creature for 1 minute or 
  until it drops to 0 hit points or is incapacitated.
  Burst of Healing
  Type: Action. 
  The angel expends three uses of its Healing Touch 
  and each creature within 20 feet of the angel 
  regains hit points and is freed of any curse, disease, 
  poison, blindness, or deafness, as if targeted by the 
  angel's Healing Touch feature.
  Extra Legendary Action
  Type: Trait.
  Prerequisite: Solar. 
  The solar can take 1 additional legendary action 
  before the start of its next turn.  The solar can 
  retake this talent up to two additional times.  The 
  additional legendary action stacks.
  Flyby
  Type: Trait.
  The angel doesn't provoke an opportunity attack 
  when it flies out of an enemy's reach.
  Guardian Angel
  Type: Reaction. 
  The angel designates a creature as its ward.  It can 
  use its reaction to move up to half its flying speed 
  and add 6 to the AC of the ward against one attack 
  that would hit it. To do so, the angel must be within 
  5 feet of its ward, see the attacker, and be wielding 
  a melee weapon.
  Improved Angelic Weapons
  Type: Trait.
  The radiant damage dealt by the angel's weapon is 
  increased by 9 (2d8).
  
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  Improved Aura of Radiance
  Type: Trait.
  Prerequisite: Aura of Radiance.
  A hostile creature that starts its turn within 10 feet 
  of the angel takes 9 (2d8) radiant damage.
  Regeneration
  Type: Trait.
  The angel regains 10 hit points at the start of its 
  turn if it has at least 1 hit point.  lf the angel takes 
  necrotic damage, this trait doesn't function at the 
  start of the angel's next turn.
  Spell Reflection (3/day)
  Type: Reaction. 
  Talent Cost: 2 (Counts as 2 Talents). 
  If the angel makes a successful saving throw against 
  a spell, or a spell attack misses it, the angel can use 
  its reaction to choose another creature (including 
  the spellcaster) it can see within 30 feet of it. The 
  spell targets the chosen creature instead of the 
  angel. If the spell forced a saving throw, the chosen 
  creature makes its own save. If the spell was an 
  attack, the attack roll is rerolled against the chosen 
  creature.
  Swift Spellcaster (3/day)
  Type: Trait.
  Talent Cost: 3 (Counts as 3 Talents). 
  The angel can take a bonus action to cast a spell 
  that has a casting time of 1 action.
  ___________________________________________________________
  Animated Objects
  An animated object can have 1 talent.
  Ever Vigilant
  Type: Trait.
  The animated object has advantage to Initiative 
  rolls and Wisdom (Perception) checks.
  Magic Weapons
  Type: Trait.
  The animated object's weapon attacks are magical.
  ___________________________________________________________
  Ankheg 
  The ankheg (CR 2) can have 1 talent.
  Hardened Carapace
  Type: Trait.
  The ankheg is resistant to piercing and slashing 
  damage from nonmagical weapons that aren't 
  adamantine.
  Rising Burst (Recharge 6)
  Type: Action.
  
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  The ankheg bursts out from underneath its victims.  
  This sprays rock and dirt into the air and causes the 
  ground around it to shake violently.  Each creature 
  standing within that 20-foot cube area centered 
  on the ankheg must make a DC 13 Strength saving 
  throw. A creature takes 11 (2d10) bludgeoning 
  damage and is knocked prone on a failed save, or 
  half as much damage and isn't knocked prone on 
  a successful one.   Additionally, the ground in that 
  area becomes difficult terrain until cleared. Each 
  5-foot-square portion of the area requires at least 
  one minute to clear by hand.
  Spiked Carapace
  Type: Trait.
  A creature that hits the ankheg with a melee attack 
  while within 5 feet of it takes 3 (1d6) piercing 
  damage. 
   
  Vitriolic Acid Spray
  Type: Trait.
  If a creature fails its saving throw against the 
  ankheg's acid spray, it takes 7 (2d6) acid damage at 
  the start of ankheg's next turn.  
  Azer 
  The azer (CR 2) can have 1 talent.
  Aura of Fire
  Type: Trait.
  A creature that starts its turn within 5 feet of the 
  Azer takes 5 (1d10) fire damage. 
  Chains of Flame (Recharge 6)
  Type: Action.
  The azer can use Chains of Flame.
  Chains of Flame. Ranged Melee Attack: +5 to hit, 
  range 10 ft., one target. Hit: 6 (1d6+3) bludgeoning 
  damage and 3 (1d6) fire damage and the target 
  must succeed on a DC 13 Strength saving throw or 
  become restrained until the end of the azer's next 
  turn.  
  Hurl Flame
  Type: Action.
  The azer can use Hurl Flame.
  Hurl Flame. Ranged Spell Attack: +5 to hit, range 
  60 ft., one target. Hit: 4 (1d8) fire damage. If the 
  target is a flammable object that isn't being worn or 
  carried, it also catches fire. 
  Improved Heated Weapons
  Type: Trait.
  The fire damage dealt by the Azer's weapon is 
  increased by 3 (1d6).
  Banshee 
  The banshee (CR 4) can have 2 talents.
  Deathly Whispers (3/day)
  Type: Action.
  The banshee whispers a baleful melody that only 
  one creature of its choice within 30 feet can hear, 
  wracking it with terrible pain and grief. The target 
  must make a DC 13 Wisdom saving throw. On a 
  failed save, it takes 10 (3d6) psychic damage and 
  must immediately use its reaction, if available, 
  to move as far as its speed allows away from the 
  banshee. The creature doesn't move into obviously 
  dangerous ground, such as a fire or a pit. On a 
  successful save, the target takes half as much 
  damage and doesn't have to move away. A deafened 
  creature automatically succeeds on the save.
  Groaning Spirit
  Type: Trait.
  The Banshee produces and maintains a series 
  of eerie, mournful groans and cries that can be 
  heard up to 120 feet.   A creature that can hear it 
  and is concentrating on a spell must make a DC 13 
  Constitution saving throw each turn to maintain 
  
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  concentration.  In addition, a creature that can 
  hear it must make a DC 13 Wisdom saving throw 
  or become frightened for as long as it can hear the 
  banshee. A creature can repeat the saving throw 
  at the end of each of its turns, ending the effect on 
  itself on a success.  A creature that successfully 
  saves against the effect is immune to the banshee’s 
  groaning spirit for the next 24 hours. 
  Hypnotic Glare (3/day)
  Type: Reaction.
  When a creature the banshee can see targets the 
  banshee with an attack and the creature is within 
  30 feet of the banshee, the banshee can use its 
  reaction and glare at the creature.   The target must 
  succeed on a DC 13 Wisdom saving throw against 
  this magic or be charmed until the end of the 
  banshee's next turn. The charmed target is stunned. 
  If the target's saving throw is successful, the target 
  is immune to the banshee's Hypnotic Glare for the 
  next 24 hours.
    
  Improved Wail
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  As Wail, except that a creature that fails its saving 
  throw has its hit point maximum magically reduced 
  by 10 (3d6).  If a creature's hit point maximum is 
  reduced to 0 by this effect , the creature dies.  A 
  creature's hit point maximum can be restored with 
  the greater restoration spell or similar magic.
  Kiss of Death
  Type: Action.
  Talent Cost: 2 (Counts as 2 Talents). 
  The banshee can use kiss of death.
  Kiss of Death. Melee Spell Attack; +5 to hit, reach 
  5 ft., one charmed or frightened male humanoid 
  creature.  Hit: The target must make a DC 13 
  Constitution saving throw.  On failed save, the 
  target’s hit points is reduced to 0. On a success, the 
  creature takes 12 (3d6 + 2) necrotic damage.
  Basilisk 
  The basilisk (CR 3) can have 2 talents.
  Multi-Claw Rake
  Type: Trait.
  If the basilisk hits a target creature with its bite, 
  it can take a bonus action to immediately target it 
  with its multi-claw rake attack.
  Multi-Claw Rake. Melee Weapon Attack:  +5 to hit, 
  reach 5 ft., one target.  Hit: 13 (4d4+3) slashing 
  damage.
  Poison Breath (Recharge 5-6)
  Type: Action.
  Talent Cost: 2 (Counts as 2 Talents). 
  The basilisk exhales poisonous gas in a 15-foot 
  
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  INTO THE
  DRAGON’S MAW
  By Dragonix
  I
  nto the Dragon’s Maw is an exciting five to six hour D&D 5E 
  adventure for characters of 4th to 6th level but can be easily 
  adjusted for a lower or higher level party.  It is originally 
  designed to be used with the Tyranny of Dragons campaign but can 
  be easily adapted to any setting.   
    The party must race to an abandoned Cult of the Dragon lair to 
  stop a rogue wizard from unleashing an evil artifact.  They soon 
  discover and remember that not all things are what they seem. 
    The adventure unfolds in a unique way that builds up to a 
  shocking “M Night Shyamalan” kind of twist and an incredible 
  climactic ending!
  NOW AVAILABLE!
  
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  THANKS FOR PUCHASING THIS 
  BOOK! IF YOU ENJOYED IT, PLEASE 
  LEAVE A REVIEW!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Dragonix/Dragonix - Monster Manual Expanded.pdf