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  1. Main Gate
  Nahth (Yuan-ti Malison)
  Nahth (Yuan-ti Malison)
  Medium monstrosity (shapechanger, yuan-ti), neutral evil
  Armor Class 12
  Hit Points 66 (12d8 + 12)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
  12 (+1) 
  16 (+3)
  Skills Deception +5, Stealth +4
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 60 ft., Passive Perception 11
  Languages Abyssal, Common, Draconic
  Challenge 3 (700 XP)
  Shapechanger. The yuan-ti can use its action to polymorph into 
  a Medium 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 (Yuan-ti Form Only). The yuan-ti’s innate 
  spellcasting ability is Charisma (spell save DC 13). The yuan-ti 
  can innately cast the following spells, requiring no material 
  components:
  • At will: animal friendship (snakes only)
  • 3/day: suggestion
  Magic Resistance. The yuan-ti has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Type 1. Human body with snake head.
  Multiattack (Yuan-ti Form Only). The yuan-ti makes two ranged 
  attacks or two melee attacks, but can use its bite only once.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
  Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit, 
  reach 5 ft. Hit: 6 (1d6 + 3) slashing damage.
  Longbow (Yuan-ti Form Only). Ranged Weapon Attack: +4 to hit, 
  range 150/600 ft. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) 
  poison damage.
  Yuan-ti Broodguard
  Yuan-ti Broodguard
  Medium humanoid (yuan-ti), neutral evil
  Armor Class 14 (Natural Armor)
  Hit Points 45 (7d8 + 14)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  14 (+2) 
  14 (+2) 
  6 (-2) 
  11 (+0) 
  4 (-3)
  Saving Throws STR +4, DEX +4, WIS +2
  Skills Perception +2
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 60 ft., Passive Perception 12
  Languages Abyssal, Common, Draconic
  Challenge 2 (450 XP)
  Mental Resistance. The broodguard has advantage on saving 
  throws against being charmed, and magic can’t paralyze it.
  Reckless. At the start of its turn, the broodguard can gain 
  advantage on all melee weapon attack rolls it makes during that 
  turn, but attack rolls against it have advantage until the start of 
  its next turn.
  Actions
  Multiattack. The broodguard makes three attacks: one with its 
  bite and two with its claws.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  6 (1d8 + 2) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) slashing damage.
  Swarm of Poisonous Snakes
  Swarm of Poisonous Snakes
  Medium swarm of Tiny beasts, unaligned
  Armor Class 14
  Hit Points 36 (8d8)
  Speed 30 ft., swim 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  8 (-1) 
  18 (+4) 
  11 (+0) 
  1 (-5) 
  10 (+0) 
  3 (-4)
  Damage Resistances Bludgeoning, Piercing, Slashing
  Condition Immunities Charmed, Frightened, Grappled, 
  Paralyzed, Petrified, Prone, Restrained, Stunned
  Senses Blindsight 10 ft., Passive Perception 10
  Languages —
  Challenge 2 (450 XP)
  Swarm. The swarm can occupy another creature’s space and 
  vice versa, and the swarm can move through any opening large 
  enough for a Tiny snake. The swarm can’t regain hit points or 
  gain temporary hit points.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature 
  in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) 
  piercing damage if the swarm has half of its hit points or fewer. 
  The target must make a DC 10 Constitution saving throw, 
  taking 14 (4d6) poison damage on a failed save, or half as much 
  damage on a successful one.
  
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  2. Hall of War
  Soakosh (Yuan-ti Pureblood)
  Soakosh (Yuan-ti Pureblood)
  Medium humanoid (yuan-ti), neutral evil
  Armor Class 11
  Hit Points 40 (9d8)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  12 (+1) 
  14 (+2)
  Skills Deception +6, Perception +3, Stealth +3
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 60 ft., Passive Perception 13
  Languages Abyssal, Common, Draconic
  Challenge 1 (200 XP)
  Innate Spellcasting. The yuan-ti’s spellcasting ability is 
  Charisma (spell save DC 12). The yuan-ti can innately cast the 
  following spells, requiring no material components:
  • At will: animal friendship (snakes only)
  • 3/day each: poison spray, suggestion
  Magic Resistance. The yuan-ti has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The yuan-ti makes two melee attacks.
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) slashing damage.
  Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., 
  one target. Hit: 4 (1d6 + 1) piercing damage plus 7 (2d6) poison 
  damage.
  Yuan-ti Broodguard
  Yuan-ti Broodguard
  Medium humanoid (yuan-ti), neutral evil
  Armor Class 14 (Natural Armor)
  Hit Points 45 (7d8 + 14)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  14 (+2) 
  14 (+2) 
  6 (-2) 
  11 (+0) 
  4 (-3)
  Saving Throws STR +4, DEX +4, WIS +2
  Skills Perception +2
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 60 ft., Passive Perception 12
  Languages Abyssal, Common, Draconic
  Challenge 2 (450 XP)
  Mental Resistance. The broodguard has advantage on saving 
  throws against being charmed, and magic can’t paralyze it.
  Reckless. At the start of its turn, the broodguard can gain 
  advantage on all melee weapon attack rolls it makes during that 
  turn, but attack rolls against it have advantage until the start of 
  its next turn.
  Actions
  Multiattack. The broodguard makes three attacks: one with its 
  bite and two with its claws.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  6 (1d8 + 2) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) slashing damage.
  Triceratops
  Triceratops
  Huge beast, unaligned
  Armor Class 13 (Natural Armor)
  Hit Points 95 (10d12 + 30)
  Speed 50 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   22 (+6) 
  9 (-1) 
  17 (+3) 
  2 (-4) 
  11 (+0) 
  5 (-3)
  Senses Passive Perception 10
  Languages —
  Challenge 5 (1,800 XP)
  Trampling Charge. If the triceratops 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 13 Strength 
  saving throw or be knocked prone. If the target is prone, the 
  triceratops can make one stomp attack against it as a bonus 
  action.
  Actions
  Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 24 (4d8 + 6) piercing damage.
  Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone 
  creature. Hit: 22 (3d10 + 6) bludgeoning damage.
  Basilisk
  Basilisk
  Medium monstrosity, unaligned
  Armor Class 15 (Natural Armor)
  Hit Points 52 (8d8 + 16)
  Speed 20 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  8 (-1) 
  15 (+2) 
  2 (-4) 
  8 (-1) 
  7 (-2)
  Senses Darkvision 60 ft., Passive Perception 9
  Languages —
  Challenge 3 (700 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 12 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 its 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
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.
  
  3
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  4. Armory
  Ukurlahmu (Bone Naga)
  Ukurlahmu (Bone Naga)
  Large undead, lawful evil
  Armor Class 15 (Natural Armor)
  Hit Points 58 (9d10 + 9)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  16 (+3) 
  12 (+1) 
  15 (+2) 
  15 (+2) 
  16 (+3)
  Damage Immunities Poison
  Condition Immunities Charmed, Exhaustion, Paralyzed, 
  Poisoned
  Senses Darkvision 60 ft., Passive Perception 12
  Languages Common plus one other language
  Challenge 4 (1,100 XP)
  Spellcasting. The naga is a 5th-level spellcaster (spell save 
  DC 12, +4 to hit with spell attacks) that needs only verbal 
  components to cast its spells. 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, shield of faith
  • 2nd level (3 slots): calm emotions, hold person
  • 3rd level (2 slots): bestow curse
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. 
  Hit: 10 (2d6 + 3) piercing damage plus 10 (3d6) poison damage.
  Minotaur Skeleton
  Minotaur Skeleton
  Large undead, lawful evil
  Armor Class 12 (Natural Armor)
  Hit Points 67 (9d10 + 18)
  Speed 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  11 (+0) 
  15 (+2) 
  6 (-2) 
  8 (-2) 
  5 (-3)
  Damage Vulnerabilities Bludgeoning
  Damage Immunities Poison
  Condition Immunities Exhaustion, Poisoned
  Senses Darkvision 60 ft., Passive Perception 9
  Languages Understands Abyssal but can’t speak it
  Challenge 2 (450 XP)
  Charge. If the skeleton moves at least 10 feet straight toward a 
  target and then hits it with a gore attack on the same turn, the 
  target takes an extra 9 (2d8) piercing damage. If the target is a 
  creature, it must succeed on a DC 14 Strength saving throw or 
  be pushed up to 10 feet away and knocked prone.
  Actions
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 17 (2d12 + 4) slashing damage.
  Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) piercing damage.
  
  4  |   
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  Type 2 Yuan-ti Malison
  Type 2 Yuan-ti Malison
  Medium monstrosity (shapechanger, yuan-ti), neutral evil
  Armor Class 12
  Hit Points 66 (12d8 + 12)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
  12 (+1) 
  16 (+3)
  Skills Deception +5, Stealth +4
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 60 ft., Passive Perception 11
  Languages Abyssal, Common, Draconic
  Challenge 3 (700 XP)
  Shapechanger. The yuan-ti can use its action to polymorph into 
  a Medium 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 (Yuan-ti Form Only). The yuan-ti’s innate 
  spellcasting ability is Charisma (spell save DC 13). The yuan-ti 
  can innately cast the following spells, requiring no components:
  • At will: animal friendship (snakes only)
  • 3/day: suggestion
  Magic Resistance. The yuan-ti has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack (Yuan-ti Form Only). The yuan-ti makes two bite 
  attacks using its snake arms.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
  5. fenthaza's Quarters
  Fenthaza (Yuan-ti 
  Fenthaza (Yuan-ti 
  Nightmare Speaker)
  Nightmare Speaker)
  Medium monstrosity (shapechanger, yuan-ti), neutral evil
  Armor Class 14 (Natural Armor)
  Hit Points 71 (13d8 + 13)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
  12 (+1) 
  16 (+3)
  Saving Throws WIS +3, CHA +5
  Skills Deception +5, Stealth +4
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision darkvision 120 ft. (penetrates magical 
  darkness), Passive Perception 11
  Languages Abyssal, Common, Draconic
  Challenge 4 (1,100 XP)
  Shapechanger. The yuan-ti can use its action to polymorph into 
  a Medium 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. If it dies, it stays in its current form.
  Death Fangs (2/Day). The first time the yuan-ti hits with a 
  melee attack on its turn, it can deal an extra 16 (3d10) necrotic 
  damage to the target.
  Innate Spellcasting (Yuan-ti Form Only). The yuan-ti’s innate 
  spellcasting ability is Charisma (spell save DC 13). The yuan-ti 
  can innately cast the following spells, requiring no material 
  components:
  • At will: animal friendship (snakes only)
  • 3/day: suggestion
  Magic Resistance. The yuan-ti has advantage on saving throws 
  against spells and other magical effects.
  Spellcasting (Yuan-ti Form Only). The yuan-ti is a 6th-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:
  Cantrip (at will): chill touch, eldritch blast (range 300 ft., +3 
  bonus to each damage roll), mage hand, message, poison 
  spray, prestidigitation
  • 1st-3rd level (2 3rd-level slots): arms of Hadar, darkness, fear, 
  hex, hold person, hunger of Hadar, witch bolt
  Actions
  Multiattack (Yuan-ti Form Only). The yuan-ti makes one 
  constrict attack and one scimitar attack.
  Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is 
  grappled (escape DC 14) if it is a Large or smaller creature. 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: +5 to hit, 
  reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  Invoke Nightmare (Recharges after a Short or Long Rest). The 
  yuan-ti taps into the nightmares of a creature it can see within 
  60 feet of it and creates an illusory, immobile manifestation 
  of the creature’s deepest fears, visible only to that creature. 
  The target must make a DC 13 Intelligence saving throw. On a 
  failed save, the target takes 11 (2d10) psychic damage and is 
  frightened of the manifestation, believing it to be real. The yuan-
  ti must concentrate to maintain the illusion (as if concentrating 
  on a spell), which lasts for up to 1 minute and can’t be harmed. 
  The target can repeat the saving throw at the end of each of 
  its turns, ending the illusion on a success, or taking 11 (2d10) 
  psychic damage on a failure
  Air Elemental
  Air Elemental
  Large elemental, neutral
  Armor Class 15
  Hit Points 90 (12d10 + 24)
  Speed 0 ft., fly 90 ft. (hover)
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  20 (+5) 
  14 (+2) 
  6 (-2) 
  10 (+0) 
  6 (-2)
  Damage Resistances Lightning, Thunder; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks
  Damage Immunities Poison
  Condition Immunities Exhaustion, Grappled, Paralyzed, 
  Petrified, Poisoned, Prone, Restrained, Unconscious
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Auran
  Challenge 5 (1,800 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: +8 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 + 5) bludgeoning damage.
  Whirlwind (Recharge 4–6). Each creature in the elemental’s 
  space must make a DC 13 Strength saving throw. On a failure, 
  a target takes 15 (3d8 + 2) bludgeoning damage and is flung 
  up 20 feet away from the elemental in a random direction and 
  knocked prone. If a thrown target strikes an object, such as a 
  wall or floor, the target takes 3 (1d6) bludgeoning damage for 
  every 10 feet it was thrown. If the target is thrown at another 
  creature, that creature must succeed on a DC 13 Dexterity 
  saving throw or take the same damage and be knocked prone.
  If the saving throw is successful, the target takes half the 
  bludgeoning damage and isn’t flung away or knocked prone.
  
  5
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  6. Sacrificial Chamber
  Yuan-ti Broodguard
  Yuan-ti Broodguard
  Medium humanoid (yuan-ti), neutral evil
  Armor Class 14 (Natural Armor)
  Hit Points 45 (7d8 + 14)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  14 (+2) 
  14 (+2) 
  6 (-2) 
  11 (+0) 
  4 (-3)
  Saving Throws STR +4, DEX +4, WIS +2
  Skills Perception +2
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 60 ft., Passive Perception 12
  Languages Abyssal, Common, Draconic
  Challenge 2 (450 XP)
  Mental Resistance. The broodguard has advantage on saving 
  throws against being charmed, and magic can’t paralyze it.
  Reckless. At the start of its turn, the broodguard can gain 
  advantage on all melee weapon attack rolls it makes during that 
  turn, but attack rolls against it have advantage until the start of 
  its next turn.
  Actions
  Multiattack. The broodguard makes three attacks: one with its 
  bite and two with its claws.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  6 (1d8 + 2) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) slashing damage.
  7. Evil Oracle
  Yuan-ti Priest
  Yuan-ti Priest
  Medium monstrosity (shapechanger, yuan-ti), neutral evil
  Armor Class 12
  Hit Points 66 (12d8 + 12)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
  12 (+1) 
  16 (+3)
  Skills Deception +5, Stealth +4
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 60 ft., Passive Perception 11
  Languages Abyssal, Common, Draconic
  Challenge 3 (700 XP)
  Shapechanger. The yuan-ti can use its action to polymorph into 
  a Medium 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 (Yuan-ti Form Only). The yuan-ti’s innate 
  spellcasting ability is Charisma (spell save DC 13). The yuan-ti 
  can innately cast the following spells, requiring no material 
  components:
  • At will: animal friendship (snakes only), eldritch blast, minor 
  illusion, poison spray
  • 3/day: suggestion
  Magic Resistance. The yuan-ti has advantage on saving throws 
  against spells and other magical effects.
  Malison Type 3: Human head and upper body with a serpentine 
  lower body instead of legs
  Actions
  Multiattack (Yuan-ti Form Only). The yuan-ti makes two ranged 
  attacks or two melee attacks, but can constrict only once.
  Bite (Snake Form Only). Melee Weapon Attack: +5 to hit, reach 5 
  ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) 
  poison damage.
  Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 10 
  (2d6 + 3) bludgeoning damage, and the target is grappled 
  (escape DC 13). Until this grapple ends, the target is restrained, 
  and the yuan-ti can’t constrict another target.
  Eldritch Blast. Ranged Spell Attack: +5 to hit, range 120 ft. Hit: 
  1d10 + 3 force damage. The spell casts two beams.
  Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit, 
  reach 5 ft. Hit: 6 (1d6 + 3) slashing damage.
  
  6  |   
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  8. Prisoner Pits 1
  Sev (yuan-ti pureblood)
  Sev (yuan-ti pureblood)
  Medium humanoid (yuan-ti), neutral evil
  Armor Class 11
  Hit Points 40 (9d8)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  12 (+1) 
  14 (+2)
  Skills Deception +6, Perception +3, Stealth +3
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 60 ft., Passive Perception 13
  Languages Abyssal, Common, Draconic
  Challenge 1 (200 XP)
  Innate Spellcasting. The yuan-ti’s spellcasting ability is 
  Charisma (spell save DC 12). The yuan-ti can innately cast the 
  following spells, requiring no material components:
  • At will: animal friendship (snakes only)
  • 3/day each: poison spray, suggestion
  Magic Resistance. The yuan-ti has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The yuan-ti makes two melee attacks.
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) slashing damage.
  Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., 
  one target. Hit: 4 (1d6 + 1) piercing damage plus 7 (2d6) poison 
  damage.
  Oloma (scout)
  Oloma (scout)
  Medium humanoid (human), chaotic good
  Armor Class 13 (Leather Armor)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  11 (+0)
  Skills Nature +4, Perception +5, Stealth +6, Survival +5
  Senses Passive Perception 15
  Languages Common
  Challenge 1/2 (100 XP)
  Keen Hearing and Sight. The scout has advantage on Wisdom 
  (Perception) checks that rely on hearing or sight.
  Actions
  Multiattack. The scout makes two melee attacks or two ranged 
  attacks.
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 4 (1d4 
  +2) piercing damage.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., 
  one target. Hit: 6 (1d8 + 2) piercing damage.
  Pottery Shard (tabaxi minstrel)
  Pottery Shard (tabaxi minstrel)
  Medium humanoid (tabaxi), chaotic good
  Armor Class 12
  Hit Points 22 (5d8)
  Speed 30 ft., climb 20 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  15 (+2) 
  11 (+0) 
  14 (+2) 
  12 (+1) 
  16 (+3)
  Skills Perception +3, Performance +7, Persuasion +5, Stealth +4
  Senses Darkvision 60 ft., Passive Perception 13
  Languages Common plus any two languages
  Challenge 1/4 (50 XP)
  Feline Agility. When the tabaxi moves on its turn in combat, it 
  can double its speed until the end of the turn. Once it uses this 
  ability, the tabaxi can’t use it again until it moves 0 feet on one 
  of its turns.
  Inspire (1/day). While taking a short rest, the tabaxi can spend 1 
  minute singing, playing an instrument, telling a story, or reciting 
  a poem to soothe and inspire creatures other than itself. Up 
  to five creatures of the tabaxi’s choice that can see and hear 
  its performance gain 8 temporary hit points at the end of the 
  tabaxi’s short rest.
  Actions
  Multiattack. The tabaxi makes two claw attacks or two dart 
  attacks.
  Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 2 (1d4) slashing damage.
  Dart. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage.
  Gorvax (Firenewt Warrior)
  Gorvax (Firenewt Warrior)
  Medium humanoid (firenewt), neutral evil
  Armor Class 16 (Chain Shirt, Shield)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  13 (+1) 
  12 (+1) 
  7 (-2) 
  11 (+0) 
  8 (-1)
  Damage Immunities Fire
  Senses Passive Perception 10
  Languages Draconic, Ignan
  Challenge 1/2 (100 XP)
  Amphibious. The firenewt can breathe air and water.
  Actions
  Multiattack. The firenewt makes two attacks with its scimitar.
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) slashing damage.
  Spit Fire (Recharges after a Short or Long Rest). The firenewt 
  spits fire at a creature within 10 feet of it. The creature must 
  make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage 
  on a failed save, or half as much damage on a successful one.
  
  7
     |
     |
  8. Prisoner Pits 2
  Lomar Dral (mage)
  Lomar Dral (mage)
  Medium humanoid (human), lawful good
  Armor Class 12 (15 With Mage Armor)
  Hit Points 40 (9d8)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   9 (-1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0)
  Saving Throws INT +6, WIS +4
  Skills Arcana +6, History +6
  Senses Passive Perception 11
  Languages Any four languages
  Challenge 6 (2,300 XP)
  Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 14, +6 to hit with spell 
  attacks). The mage has the following wizard spells prepared:
  • Cantrips (at will): fire bolt, light, mage hand, prestidigitation
  • 1st level (4 slots): detect magic, mage armor, magic missile, 
  shield
  • 2nd level (3 slots): misty step, suggestion
  • 3rd level (3 slots): counterspell, fireball, fly
  • 4th level (3 slots): greater invisibility, ice storm
  • 5th level (1 slot): cone of cold
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  Mung (goblin)
  Mung (goblin)
  Small humanoid (goblinoid), neutral evil
  Armor Class 15 (Leather Armor, Shield)
  Hit Points 7 (2d6)
  Speed 15 ft. (malnourished)
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   8 (-1) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  8 (-1) 
  8 (-1)
  Skills Stealth +6
  Senses Darkvision 60 ft., Passive Perception 9
  Languages Common, Goblin
  Challenge 1/4 (50 XP)
  Malnourished. Mung has 3 levels of exhaustion. He has 
  disadvantage on ability checks, attack rolls and saving throws, 
  and his speed is halved.
  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: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) slashing damage.
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Kanush (Tribal Warrior)
  Kanush (Tribal Warrior)
  Medium humanoid (human), neutral
  Armor Class 12 (Hide Armor)
  Hit Points 5 (2d8 + 2, malnourished)
  Speed 15 ft. (malnourished)
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  11 (+0) 
  12 (+1) 
  8 (-1) 
  11 (+0) 
  8 (-1)
  Senses Passive Perception 10
  Languages Common
  Challenge 1/8 (25 XP)
  Malnourished. Kanush has 4 levels of exhaustion. He has 
  disadvantage on ability checks, attack rolls and saving throws, 
  and his speed and hit points are halved.
  Pack Tactics. The warrior has advantage on an attack roll 
  against a creature if at least one of the warrior’s allies is within 5 
  feet of the creature and the ally isn’t incapacitated.
  Actions
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 
  5 (1d8 + 1) piercing damage if used with two hands to make a 
  melee attack.
  Zilla (bandit)
  Zilla (bandit)
  Medium humanoid (human), lawful evil
  Armor Class 12 (Leather Armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  10 (+0)
  Senses Passive Perception 10
  Languages Common
  Challenge 1/8 (25 XP)
  Actions
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 
  ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
  
  8  |   
   |   
  10. Harem
  Yuan-ti pureblood
  Yuan-ti pureblood
  Medium humanoid (yuan-ti), neutral evil
  Armor Class 11
  Hit Points 40 (9d8)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  12 (+1) 
  14 (+2)
  Skills Deception +6, Perception +3, Stealth +3
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 60 ft., Passive Perception 13
  Languages Abyssal, Common, Draconic
  Challenge 1 (200 XP)
  Innate Spellcasting. The yuan-ti’s spellcasting ability is 
  Charisma (spell save DC 12). The yuan-ti can innately cast the 
  following spells, requiring no material components:
  • At will: animal friendship (snakes only)
  • 3/day each: poison spray, suggestion
  Magic Resistance. The yuan-ti has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The yuan-ti makes two melee attacks.
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) slashing damage.
  Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., 
  one target. Hit: 4 (1d6 + 1) piercing damage plus 7 (2d6) poison 
  damage.
  Yuan-ti Broodguard
  Yuan-ti Broodguard
  Medium humanoid (yuan-ti), neutral evil
  Armor Class 14 (Natural Armor)
  Hit Points 45 (7d8 + 14)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  14 (+2) 
  14 (+2) 
  6 (-2) 
  11 (+0) 
  4 (-3)
  Saving Throws STR +4, DEX +4, WIS +2
  Skills Perception +2
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 60 ft., Passive Perception 12
  Languages Abyssal, Common, Draconic
  Challenge 2 (450 XP)
  Mental Resistance. The broodguard has advantage on saving 
  throws against being charmed, and magic can’t paralyze it.
  Reckless. At the start of its turn, the broodguard can gain 
  advantage on all melee weapon attack rolls it makes during that 
  turn, but attack rolls against it have advantage until the start of 
  its next turn.
  Actions
  Multiattack. The broodguard makes three attacks: one with its 
  bite and two with its claws.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  6 (1d8 + 2) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) slashing damage.
  Ishmakahl (Doppelganger)
  Ishmakahl (Doppelganger)
  Medium monstrosity (shapechanger), neutral
  Armor Class 14
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  18 (+4) 
  14 (+2) 
  11 (+0) 
  12 (+1) 
  14 (+2)
  Skills Deception +6, Insight +3
  Condition Immunities Charmed
  Senses Darkvision 60 ft., Passive Perception 11
  Languages Common
  Challenge 3 (700 XP)
  Shapechanger. The doppelganger can use its action to 
  polymorph into a Small or Medium humanoid it has seen, or 
  back into its true form. Its statistics, other than its size, are the 
  same in each form. Any equipment it is wearing or carrying isn’t 
  transformed. It reverts to its true form if it dies.
  Ambusher. The doppelganger has advantage on attack rolls 
  against any creature it has surprised.
  Surprise Attack. If the doppelganger surprises a creature and 
  hits it with an attack during the first round of combat, the target 
  takes an extra 10 (3d6) damage from the attack.
  Actions
  Multiattack. The doppelganger makes two melee attacks.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) bludgeoning damage.
  Read Thoughts. The doppelganger magically reads the surface 
  thoughts of one creature within 60 feet of it. The effect can 
  penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 
  2 inches of metal, or a thin sheet of lead blocks it. While the 
  target is in range, the doppelganger can continue reading its 
  thoughts, as long as the doppelganger’s concentration isn’t 
  broken (as if concentrating on a spell). While reading the 
  target’s mind, the doppelganger has advantage on Wisdom 
  (Insight) and Charisma (Deception, Intimidation, and 
  Persuasion) checks against the target.
  
  9
     |
     |
  11. Throne Room 1
  Yuan-ti Broodguard
  Yuan-ti Broodguard
  Medium humanoid (yuan-ti), neutral evil
  Armor Class 14 (Natural Armor)
  Hit Points 45 (7d8 + 14)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  14 (+2) 
  14 (+2) 
  6 (-2) 
  11 (+0) 
  4 (-3)
  Saving Throws STR +4, DEX +4, WIS +2
  Skills Perception +2
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 60 ft., Passive Perception 12
  Languages Abyssal, Common, Draconic
  Challenge 2 (450 XP)
  Mental Resistance. The broodguard has advantage on saving 
  throws against being charmed, and magic can’t paralyze it.
  Reckless. At the start of its turn, the broodguard can gain 
  advantage on all melee weapon attack rolls it makes during that 
  turn, but attack rolls against it have advantage until the start of 
  its next turn.
  Actions
  Multiattack. The broodguard makes three attacks: one with its 
  bite and two with its claws.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  6 (1d8 + 2) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) slashing damage.
  Type 1 Yuan-ti Malison
  Type 1 Yuan-ti Malison
  Medium monstrosity (shapechanger, yuan-ti), neutral evil
  Armor Class 12
  Hit Points 66 (12d8 + 12)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
  12 (+1) 
  16 (+3)
  Skills Deception +5, Stealth +4
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 60 ft., Passive Perception 11
  Languages Abyssal, Common, Draconic
  Challenge 3 (700 XP)
  Shapechanger. The yuan-ti can use its action to polymorph into 
  a Medium 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 (Yuan-ti Form Only). The yuan-ti’s innate 
  spellcasting ability is Charisma (spell save DC 13). The yuan-ti 
  can innately cast the following spells, requiring no components:
  • At will: animal friendship (snakes only)
  • 3/day: suggestion
  Magic Resistance. The yuan-ti has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack (Yuan-ti Form Only). The yuan-ti makes two ranged 
  attacks or two melee attacks, but can use its bite only once.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
  Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit, 
  reach 5 ft. Hit: 6 (1d6 + 3) slashing damage.
  Longbow (Yuan-ti Form Only). Ranged Weapon Attack: +4 to hit, 
  range 150/600 ft. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) 
  poison damage.
  Ghoul
  Ghoul
  Medium undead, chaotic evil
  Armor Class 12
  Hit Points 22 (5d8)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  15 (+2) 
  10 (+0) 
  7 (-2) 
  10 (+0) 
  6 (-2)
  Damage Immunities Poison
  Condition Immunities Charmed, Exhaustion, Poisoned
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Common
  Challenge 1 (200 XP)
  Actions
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. 
  Hit: 9 (2d6 + 2) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other 
  than an elf or undead, it must succeed on a DC 10 Constitution 
  saving throw or be 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.
  
  10
  10  |   
   |   
  Sekelok
  Sekelok
  Medium humanoid (yuan-ti), neutral evil
  Armor Class 18 (Natural Armor)
  Hit Points 143 (22d8 + 44)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5) 
  15 (+2) 
  14 (+2) 
  10 (+2) 
  14 (+2) 
  12 (+1)
  Saving Throws STR +9, CON +6
  Skills Athletics +9, Intimidation +5, Perception +6
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 60 ft., Passive Perception 16
  Languages Abyssal, Common, Draconic
  Challenge 9 (5,000 XP)
  Indomitable (2/Day). Sekelok rerolls a failed saving throw.
  Second Wind (Recharges after a Short or Long Rest). As a bonus 
  action, Sekelok can regain 20 hit points.
  Magic Resistance. Sekelok has advantage on saving throws 
  against spells and other magical effects.
  Innate Spellcasting. Sekelok’s spellcasting ability is Charisma 
  (spell save DC 13). He can innately cast the following spells, 
  requiring no material components:
  • At will: animal friendship (snakes only), poison spray
  • 3/day: suggestion
  Actions
  Multiattack. Sekelok makes three attacks with his greatsword 
  or his shortbow.
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing 
  damage if Sekelok has more than half of his total hit points 
  remaining.
  Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) 
  piercing damage if Sekelok has more than half of his total hit 
  points remaining.
  11. Throne Room 2
  Ras Nsi
  Ras Nsi
  Medium monstrosity (shapechanger, yuan-ti), neutral evil
  Armor Class 15 (Bracers Of Defense)
  Hit Points 127 (17d8 + 51) reduced to 107 - 1 for each day that 
  passes during the adventure
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  16 (+3) 
  17 (+3) 
  18 (+4) 
  18 (+4) 
  21 (+5)
  Saving Throws CON +6, WIS +7
  Skills Deception +8, Persuasion +8, Religion +7, Stealth +6
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 60 ft., Passive Perception 14
  Languages Abyssal, Common, Draconic
  Challenge 7 (2,900 XP)
  Special Equipment. Ras Nsi wears bracers of defense, wields a 
  flame tongue longsword, and carries a sending stone matched to 
  one carried by the guide Salida (see chapter 1).
  Shapechanger. Ras Nsi can use his action to polymorph into a 
  Medium snake or back into his yuan-ti form. His statistics are 
  the same in each form. Any equipment he is wearing or carrying 
  isn’t transformed. He doesn’t change form if he dies.
  Innate Spellcasting. Ras Nsi’s innate spellcasting ability is 
  Charisma (spell save DC 16). He can innately cast the following 
  spells, requiring no material components:
  • At will: animal friendship (snakes only)
  • 3/day: suggestion
  Spellcasting. Ras Nsi is an 11th-level spellcaster. His 
  spellcasting ability is Intelligence (spell save DC 15, +7 to hit 
  with spell attacks). Ras Nsi has the following wizard spells 
  prepared:
  • Cantrips (at will): chill touch, fire bolt, mage hand, mending, 
  poison spray
  • 1st level (4 slots): expeditious retreat, false life, magic missile, 
  shield
  • 2nd level (3 slots): blindness/deafness, hold person, misty step
  • 3rd level (3 slots): animate dead, counterspell, fireball
  • 4th level (3 slots): blight, polymorph
  • 5th level (2 slots): contact other plane, geas
  • 6th level (1 slot): create undead
  Magic Resistance. Ras Nsi has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. Ras Nsi makes three attacks, but can use Constrict 
  only once.
  Bite (Snake Form Only). Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) 
  poison damage.
  Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target 
  is grappled (escape DC 14). Until this grapple ends, the target is 
  restrained, and Ras Nsi can’t constrict another target.
  Flame Tongue Longsword (Yuan-ti Form Only). Melee Weapon 
  Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 3) slashing 
  damage, or 8 (1d10 + 3) slashing damage when used with two 
  hands, plus 7 (2d6) fire damage.
  
  11
  11
     |
     |
  12. Ras Nsi's Lair
  Ras Nsi
  Ras Nsi
  Medium monstrosity (shapechanger, yuan-ti), neutral evil
  Armor Class 15 (Bracers Of Defense)
  Hit Points 127 (17d8 + 51) reduced to 107 - 1 for each day that 
  passes during the adventure
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  16 (+3) 
  17 (+3) 
  18 (+4) 
  18 (+4) 
  21 (+5)
  Saving Throws CON +6, WIS +7
  Skills Deception +8, Persuasion +8, Religion +7, Stealth +6
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 60 ft., Passive Perception 14
  Languages Abyssal, Common, Draconic
  Challenge 7 (2,900 XP)
  Special Equipment. Ras Nsi wears bracers of defense, wields a 
  flame tongue longsword, and carries a sending stone matched to 
  one carried by the guide Salida (see chapter 1).
  Flying Shields (1/day). As a bonus action, Ras Nsi can cause 
  five shields to fly off the walls and levitate around him. Ras Nsi 
  gains a +10 bonus to his AC. If an attack that would normally hit 
  Ras Nsi is blocked by the shields, one of the shields is struck 
  and disabled as it falls to the floor, reducing Ras Nsi’s bonus to 
  AC by 2. When there are no more active shields, the effect ends. 
  Shapechanger. Ras Nsi can use his action to polymorph into a 
  Medium snake or back into his yuan-ti form. His statistics are 
  the same in each form. Any equipment he is wearing or carrying 
  isn’t transformed. He doesn’t change form if he dies.
  Innate Spellcasting. Ras Nsi’s innate spellcasting ability is 
  Charisma (spell save DC 16). He can innately cast the following 
  spells, requiring no material components:
  • At will: animal friendship (snakes only)
  • 3/day: suggestion
  Spellcasting. Ras Nsi is an 11th-level spellcaster. His 
  spellcasting ability is Intelligence (spell save DC 15, +7 to hit 
  with spell attacks). Ras Nsi has the following wizard spells 
  prepared:
  • Cantrips (at will): chill touch, fire bolt, mage hand, mending, 
  poison spray
  • 1st level (4 slots): expeditious retreat, false life, magic missile, 
  shield
  • 2nd level (3 slots): blindness/deafness, hold person, misty step
  • 3rd level (3 slots): animate dead, counterspell, fireball
  • 4th level (3 slots): blight, polymorph
  • 5th level (2 slots): contact other plane, geas
  • 6th level (1 slot): create undead
  Magic Resistance. Ras Nsi has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. Ras Nsi makes three attacks, but can use Constrict 
  only once.
  Bite (Snake Form Only). Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) 
  poison damage.
  Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target 
  is grappled (escape DC 14). Until this grapple ends, the target is 
  restrained, and Ras Nsi can’t constrict another target.
  Flame Tongue Longsword (Yuan-ti Form Only). Melee Weapon 
  Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 3) slashing 
  damage, or 8 (1d10 + 3) slashing damage when used with two 
  hands, plus 7 (2d6) fire damage.
  13. Storeroom
  Azi (giant constrictor snake)
  Azi (giant constrictor snake)
  Huge beast, unaligned
  Armor Class 12
  Hit Points 60 (8d12 + 8)
  Speed 30 ft., swim 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  3 (-4)
  Skills Perception +2
  Senses Blindsight 10 ft., Passive Perception 12
  Languages Common
  Challenge 2 (450 XP)
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. 
  Hit: 11 (2d6 + 4) piercing damage.
  Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target 
  is grappled (escape DC 16). Until this grapple ends, the creature 
  is restrained, and the snake can’t constrict another target.
  
  12
  12  |   
   |   
  14. Venom Distillery
  Xopal (Yuan-ti pureblood)
  Xopal (Yuan-ti pureblood)
  Medium humanoid (yuan-ti), neutral evil
  Armor Class 11
  Hit Points 40 (9d8)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  12 (+1) 
  14 (+2)
  Skills Deception +6, Perception +3, Stealth +3
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 60 ft., Passive Perception 13
  Languages Abyssal, Common, Draconic
  Challenge 1 (200 XP)
  Innate Spellcasting. The yuan-ti’s spellcasting ability is 
  Charisma (spell save DC 12). The yuan-ti can innately cast the 
  following spells, requiring no material components:
  • At will: animal friendship (snakes only)
  • 3/day each: poison spray, suggestion
  Magic Resistance. The yuan-ti has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Poison Syringe. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 1 piercing damage and the target must make a DC 
  14 Constitution saving throw, taking 10 (3d6) poison damage 
  on a failed save, or half as much damage on a successful one. In 
  addition, the creature is poisoned for 1 hour whether or not its 
  save succeeds.
  Zombie
  Zombie
  Medium undead, neutral evil
  Armor Class 8
  Hit Points 22 (3d8 + 9)
  Speed 20 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  6 (-2) 
  16 (+3) 
  3 (-4) 
  6 (-2) 
  5 (-3)
  Saving Throws WIS +0
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 60 ft., Passive Perception 8
  Languages understands the languages it knew in life but can’t 
  speak
  Challenge 1/4 (50 XP)
  Undead Fortitude. If damage reduces the zombie to 0 hit 
  points, it must make a Constitution saving throw with a DC of 
  5 + the damage taken, unless the damage is radiant or from 
  a critical hit. On a success, the zombie drops to 1 hit point 
  instead.
  Actions
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) bludgeoning damage.
  15. Snake Pit
  Swarm of Poisonous Snakes
  Swarm of Poisonous Snakes
  Medium swarm of Tiny beasts, unaligned
  Armor Class 14
  Hit Points 36 (8d8)
  Speed 30 ft., swim 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   8 (-1) 
  18 (+4) 
  11 (+0) 
  1 (-5) 
  10 (+0) 
  3 (-4)
  Damage Resistances Bludgeoning, Piercing, Slashing
  Condition Immunities Charmed, Frightened, Grappled, 
  Paralyzed, Petrified, Prone, Restrained, Stunned
  Senses Blindsight 10 ft., Passive Perception 10
  Languages —
  Challenge 2 (450 XP)
  Swarm. The swarm can occupy another creature’s space and 
  vice versa, and the swarm can move through any opening large 
  enough for a Tiny snake. The swarm can’t regain hit points or 
  gain temporary hit points.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature 
  in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) 
  piercing damage if the swarm has half of its hit points or fewer. 
  The target must make a DC 10 Constitution saving throw, 
  taking 14 (4d6) poison damage on a failed save, or half as much 
  damage on a successful one.
  
  13
  13
     |
     |
  16. Blood Baths
  Yuan-ti pureblood
  Yuan-ti pureblood
  Medium humanoid (yuan-ti), neutral evil
  Armor Class 11
  Hit Points 40 (9d8)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  12 (+1) 
  14 (+2)
  Skills Deception +6, Perception +3, Stealth +3
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 60 ft., Passive Perception 13
  Languages Abyssal, Common, Draconic
  Challenge 1 (200 XP)
  Innate Spellcasting. The yuan-ti’s spellcasting ability is 
  Charisma (spell save DC 12). The yuan-ti can innately cast the 
  following spells, requiring no material components:
  • At will: animal friendship (snakes only)
  • 3/day each: poison spray, suggestion
  Magic Resistance. The yuan-ti has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The yuan-ti makes two melee attacks.
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) slashing damage.
  Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., 
  one target. Hit: 4 (1d6 + 1) piercing damage plus 7 (2d6) poison 
  damage.
  Type 2 Yuan-ti Malison
  Type 2 Yuan-ti Malison
  Medium monstrosity (shapechanger, yuan-ti), neutral evil
  Armor Class 12
  Hit Points 66 (12d8 + 12)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
  12 (+1) 
  16 (+3)
  Skills Deception +5, Stealth +4
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 60 ft., Passive Perception 11
  Languages Abyssal, Common, Draconic
  Challenge 3 (700 XP)
  Shapechanger. The yuan-ti can use its action to polymorph into 
  a Medium 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 (Yuan-ti Form Only). The yuan-ti’s innate 
  spellcasting ability is Charisma (spell save DC 13). The yuan-ti 
  can innately cast the following spells, requiring no components:
  • At will: animal friendship (snakes only)
  • 3/day: suggestion
  Magic Resistance. The yuan-ti has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack (Yuan-ti Form Only). The yuan-ti makes two bite 
  attacks using its snake arms.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
  Commoner
  Commoner
  Medium humanoid (human), any alignment
  Armor Class 10
  Hit Points 4 (1d8)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0)
  Senses Passive Perception 10
  Languages Any one language (usually Common)
  Challenge 0 (10 XP)
  Actions
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 
  2 (1d4) bludgeoning damage.
  
  14
  14  |   
   |   
  17. Sauna
  Yahru (type 1 yuan-ti malison)
  Yahru (type 1 yuan-ti malison)
  Medium monstrosity (shapechanger, yuan-ti), neutral evil
  Armor Class 12
  Hit Points 66 (12d8 + 12)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
  12 (+1) 
  16 (+3)
  Skills Deception +5, Stealth +4
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 60 ft., Passive Perception 11
  Languages Abyssal, Common, Draconic
  Challenge 3 (700 XP)
  Shapechanger. The yuan-ti can use its action to polymorph into 
  a Medium 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 (Yuan-ti Form Only). The yuan-ti’s innate 
  spellcasting ability is Charisma (spell save DC 13). The yuan-ti 
  can innately cast the following spells, requiring no components:
  • At will: animal friendship (snakes only)
  • 3/day: suggestion
  Magic Resistance. The yuan-ti has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack (Yuan-ti Form Only). The yuan-ti makes two ranged 
  attacks or two melee attacks, but can use its bite only once.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
  Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit, 
  reach 5 ft. Hit: 6 (1d6 + 3) slashing damage.
  Longbow (Yuan-ti Form Only). Ranged Weapon Attack: +4 to hit, 
  range 150/600 ft. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) 
  poison damage.
  Gladiator
  Gladiator
  Medium humanoid (human), neutral evil
  Armor Class 16 (Studded Leather, Shield)
  Hit Points 112 (15d8 + 45)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  15 (+2) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  15 (+2)
  Saving Throws STR +7, DEX +5, CON +6
  Skills Athletics +10, Intimidation +5
  Senses Passive Perception 11
  Languages Common
  Challenge 5 (1,800 XP)
  Brave. The gladiator has advantage on saving throws against 
  being frightened.
  Brute. A melee weapon deals one extra die of its damage when 
  the gladiator hits with it (included in the attack).
  Actions
  Multiattack. The gladiator makes three melee attacks or two 
  ranged attacks.
  Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and 
  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.
  Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target 
  is a Medium or smaller creature, it must succeed on a DC 15 
  Strength saving throw or be knocked prone.
  Reactions
  Parry. The gladiator adds 3 to its AC against one melee attack 
  that would hit it. To do so, the gladiator must see the attacker 
  and be wielding a melee weapon.
  
  15
  15
     |
     |
  18. Yuan-ti Nests
  Yuan-ti Malison
  Yuan-ti Malison
  Medium monstrosity (shapechanger, yuan-ti), neutral evil
  Armor Class 12
  Hit Points 66 (12d8 + 12)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
  12 (+1) 
  16 (+3)
  Skills Deception +5, Stealth +4
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 60 ft., Passive Perception 11
  Languages Abyssal, Common, Draconic
  Challenge 3 (700 XP)
  Shapechanger. The yuan-ti can use its action to polymorph into 
  a Medium 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 (Yuan-ti Form Only). The yuan-ti’s innate 
  spellcasting ability is Charisma (spell save DC 13). The yuan-ti 
  can innately cast the following spells, requiring no material 
  components:
  • At will: animal friendship (snakes only)
  • 3/day: suggestion
  Magic Resistance. The yuan-ti has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Type 1. Human body with snake head.
  Multiattack (Yuan-ti Form Only). The yuan-ti makes two ranged 
  attacks or two melee attacks, but can use its bite only once.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
  Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit, 
  reach 5 ft. Hit: 6 (1d6 + 3) slashing damage.
  Longbow (Yuan-ti Form Only). Ranged Weapon Attack: +4 to hit, 
  range 150/600 ft. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) 
  poison damage.
  Type 2. Human head and body with snakes for arms.
  Multiattack (Yuan-ti Form Only). The yuan-ti makes two bite 
  attacks using its snake arms.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
  Type 3. Human head and upper body with a serpentine lower 
  body instead of legs.
  Multiattack (Yuan-ti Form Only). The yuan-ti makes two ranged 
  attacks or two melee attacks, but can constrict only once.
  Bite (Snake Form Only). Melee Weapon Attack: +5 to hit, reach 5 
  ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) 
  poison damage.
  Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 10 
  (2d6 + 3) bludgeoning damage, and the target is grappled 
  (escape DC 13). 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: +5 to hit, 
  reach 5 ft. Hit: 6 (1d6 + 3) slashing damage.
  Longbow (Yuan-ti Form Only). Ranged Weapon Attack: +4 to hit, 
  range 150/600 ft. Hit: 6 (1d8 + 2) piercing damage.
  Yuan-ti pureblood
  Yuan-ti pureblood
  Medium humanoid (yuan-ti), neutral evil
  Armor Class 11
  Hit Points 40 (9d8)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  12 (+1) 
  14 (+2)
  Skills Deception +6, Perception +3, Stealth +3
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 60 ft., Passive Perception 13
  Languages Abyssal, Common, Draconic
  Challenge 1 (200 XP)
  Innate Spellcasting. The yuan-ti’s spellcasting ability is 
  Charisma (spell save DC 12). The yuan-ti can innately cast the 
  following spells, requiring no material components:
  • At will: animal friendship (snakes only)
  • 3/day each: poison spray, suggestion
  Magic Resistance. The yuan-ti has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The yuan-ti makes two melee attacks.
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) slashing damage.
  Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., 
  one target. Hit: 4 (1d6 + 1) piercing damage plus 7 (2d6) poison 
  damage.
  
  16
  16  |   
   |   
  19. Slave Grotto
  Yuan-ti Broodguard
  Yuan-ti Broodguard
  Medium humanoid (yuan-ti), neutral evil
  Armor Class 14 (Natural Armor)
  Hit Points 45 (7d8 + 14)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  14 (+2) 
  14 (+2) 
  6 (-2) 
  11 (+0) 
  4 (-3)
  Saving Throws STR +4, DEX +4, WIS +2
  Skills Perception +2
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 60 ft., Passive Perception 12
  Languages Abyssal, Common, Draconic
  Challenge 2 (450 XP)
  Mental Resistance. The broodguard has advantage on saving 
  throws against being charmed, and magic can’t paralyze it.
  Reckless. At the start of its turn, the broodguard can gain 
  advantage on all melee weapon attack rolls it makes during that 
  turn, but attack rolls against it have advantage until the start of 
  its next turn.
  Actions
  Multiattack. The broodguard makes three attacks: one with its 
  bite and two with its claws.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  6 (1d8 + 2) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) slashing damage.
  Issar (type 3 yuan-ti malison)
  Issar (type 3 yuan-ti malison)
  Medium monstrosity (shapechanger, yuan-ti), neutral evil
  Armor Class 12
  Hit Points 66 (12d8 + 12)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
  12 (+1) 
  16 (+3)
  Skills Deception +5, Stealth +4
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 60 ft., Passive Perception 11
  Languages Abyssal, Common, Draconic
  Challenge 3 (700 XP)
  Shapechanger. The yuan-ti can use its action to polymorph into 
  a Medium 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 (Yuan-ti Form Only). The yuan-ti’s innate 
  spellcasting ability is Charisma (spell save DC 13). The yuan-ti 
  can innately cast the following spells, requiring no material 
  components:
  • At will: animal friendship (snakes only)
  • 3/day: suggestion
  Magic Resistance. The yuan-ti has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Type 3. Human head and upper body with a serpentine lower 
  body instead of legs.
  Multiattack (Yuan-ti Form Only). The yuan-ti makes two ranged 
  attacks or two melee attacks, but can constrict only once.
  Bite (Snake Form Only). Melee Weapon Attack: +5 to hit, reach 5 
  ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) 
  poison damage.
  Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 10 
  (2d6 + 3) bludgeoning damage, and the target is grappled 
  (escape DC 13). 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: +5 to hit, 
  reach 5 ft. Hit: 6 (1d6 + 3) slashing damage.
  Longbow (Yuan-ti Form Only). Ranged Weapon Attack: +4 to hit, 
  range 150/600 ft. Hit: 6 (1d8 + 2) piercing damage.
  Commoner
  Commoner
  Medium humanoid (human), any alignment
  Armor Class 10
  Hit Points 4 (1d8)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0)
  Senses Passive Perception 10
  Languages Any one language (usually Common)
  Challenge 0 (10 XP)
  Actions
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 
  2 (1d4) bludgeoning damage.
  
  17
  17
     |
     |
  20. Underground River
  Yuan-ti Broodguard
  Yuan-ti Broodguard
  Medium humanoid (yuan-ti), neutral evil
  Armor Class 14 (Natural Armor)
  Hit Points 45 (7d8 + 14)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  14 (+2) 
  14 (+2) 
  6 (-2) 
  11 (+0) 
  4 (-3)
  Saving Throws STR +4, DEX +4, WIS +2
  Skills Perception +2
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 60 ft., Passive Perception 12
  Languages Abyssal, Common, Draconic
  Challenge 2 (450 XP)
  Mental Resistance. The broodguard has advantage on saving 
  throws against being charmed, and magic can’t paralyze it.
  Reckless. At the start of its turn, the broodguard can gain 
  advantage on all melee weapon attack rolls it makes during that 
  turn, but attack rolls against it have advantage until the start of 
  its next turn.
  Actions
  Multiattack. The broodguard makes three attacks: one with its 
  bite and two with its claws.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  6 (1d8 + 2) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) slashing damage.
  21. Hydra's Lair
  Hydra
  Hydra
  Huge monstrosity, unaligned
  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
  Senses Darkvision 60 ft., Passive Perception 16
  Languages –
  Challenge 8 (3,900 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.
  Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 10 (1d10 + 5) piercing damage.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Eventyr/Complete DM's Bundle - Tomb of Annihilation/Chapter 4 - Encounter Sheets.pdf