TEXT: LAIR ACTIONS
  LEGENDARY ACTIONS
  LAIR ACTIONS
  LEGENDARY ACTIONS
  Detect: Perception check
  Tail Swipe: 1 tail
  Psychic Drain (2 actions): 1 charmed 
  creature 3d6 psychic & aboleth 
  regains HP equal to damage
  Phantasmal Force: 60’, cast phantasmal force on any 
  number of creatures, no other lair actions while 
  concentrating, save immune
  Water Surge: (Can’t use until uses another lair 
  action) water pools within 90’, creatures within 20’ of 
  them DC 14 Str save or pulled 20’ to water & prone
  Rage: (Can‘t use until uses another lair action) 
  creatures in water 90’, DC 14 Wis save or 2d6 psychic
  Aboleth
  20
  3
  3
  Move: Move speed, doesn’t provoke 
  opportunity attacks
  Unarmed Strike: 1 unarmed strike
  Bite (2 actions): 1 bite
  Vampire
  20
  Storm Giant, H
  13
  16
  9
  2
  5
  3
  4
  4
  5
  230
  19
  50/50s
  Arcana +8, Athletics +14, History +8, Perception +9, 
  resist: cold, immune: lightning, thunder
  Amphibious: Breathe air & water
  Innate Spellcasting: DC 17, at will: detect 
  magic, feather fall, levitate, light, 3/day 
  each: control weather, water breathing
  Multiattack: 2 greatsword
  Greatsword: 10’, +14, 6d6+9s
  Rock: 60/240, +14, 4d12+9b
  Lightning Strike (5-6): 500’, all within 10’ 
  DC 17 Dex save, 12d8 lightning, save half
  Swarm of Quippers, M
  1
  13
  1
  3
  -1
  -5
  -2
  -4
  2
  28
  8
  40s/20f
  Darkvision 60’, resist: bps, immune: charm, fright, 
  grapple, paralyze, petrify, prone, restrain, stun
  Blood Frenzy: Adv on attacks vs wounded
  Swarm: Share another creature’s space, pass 
  openings as if T, can’t regain HP/temp HP
  Water Breathing: Breathe underwater only
  Bite: 0’, +5, 4d6p/2d6p if <15 HP
  Vampire, M
  13
  16
  4
  4
  4
  3
  2
  4
  5
  144
  17
  30
  Darkvision 120’, Perception +7, Stealth +9, resist: necrotic, bps nonmagic
  Shapechanger: If no sun/running water, polymorph into tiny 
  bat/medium cloud of mist*
  Legendary Resistance (3/day): Pass a failed save
  Misty Escape: If drop to 0 HP, Shapechanger cloud of mist*
  Regeneration: If 1+ HP & no sun/running water/radiant 
  damage/holy water, regain 20 HP on turn
  Spider Climb: Climb dif�icult surfaces no check
  Vampiric Weaknesses: 20 acid running water, 20 radiant 
  sun & disadv attacks & ability checks*
  Multiattack: 2 attacks (1 bite max)
  Unarmed Strike: +9, 1d8+8b/no damage & grapple escape DC 18
  Bite: Willing/grappled target, +9, 1d6+4p & 3d6 necrotic, HP 
  max reduced by damage (die 0 HP) & vampire heals, long rest 
  ends
  Charm: 1 humanoid, 30’, DC 17 Wis save or charmed 1 day/save 
  again if vampire harms
  Children of the Night (1/day): 2d4 swarms bats/rats or 3d6 
  wolves, arrive 1d4 rounds, stay 1 hour
  Wererat, M
  2
  12
  0
  2
  1
  0
  0
  -1
  2
  33
  12
  30
  Darkvision 60’ (rat form), Perception +2, 
  Stealth +4, immune: bps nonmagic/nonsilver
  Shapechanger: Polymorph into 
  human/rat/rat-humanoid hybrid*
  Keen Smell: Adv on Perception for 
  smell
  Multiattack (human/hybrid): 1 bite, 1 non-bite
  Bite (rat/hybrid): +4, 1d4+2p, DC 11 Con save 
  or lycanthropy
  Shortsword (human/hybrid): +4, 1d6+2p
  Hand Crossbow (human/hybrid): 30/120, +4, 
  1d6+2p
  Wyvern, L
  6
  13
  4
  0
  3
  -3
  1
  -2
  3
  110
  14
  20/80f
  Darkvision 60’, Perception +4 
  Multiattack: 1 bite, 1 stinger, replace 1 
  w/claws while �lying
  Bite: 10’, +7, 2d6+4p
  Claws: +7, 2d8+4s
  Stinger: 10’, +7, 2d6+4p, DC 15 Con save, 7d6 
  poison, save half
  Zombie, M
  1/4
  8
  1
  -2
  3
  -4
  -2
  -3
  2
  22
  8
  20
  Darkvision 60’, immune: poison
  Undead Fortitude: If reduced to 0 HP by 
  noncrit nonradiant, Con save DC 5 
  + damage to drop to 1 HP 
  Slam: +3, 1d6+1b
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Arcane Library/Red Sky At Morning/Combat Cards/Red Sky At Morning Monsters 3.pdf