TEXT: SYSTEM STATBOOK
    
  
  2.
  Creative Director 
  Andreas Walters
  System Design
  Kyle Carty
  Jacky Leung (DeathByMage)
  Laura Parnagian
  Luke Seely
  Megan Bennett-Burks
  Christos "The Kind GM" Karelis
  Zoe Marcin
  Art 
  Sarah Dahlinger
  www.SarahDahlingerArt.com
  Published by  
  Metal Weave Games Inc.
  www.MetalWeaveGames.com
  Copyright
  © 2017 Metal Weave Games
  ATLAS ANIMALIA and its logo are trademarks of Metal Weave Games in the U.S.A. and other 
  countries. 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 Metal Weave Games. This product is a work of fiction. 
  Visit us at www.MetalWeaveGames.com
   
  OGL License
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document 5.0 
  Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney 
  Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,  
  based on original material by E. Gary Gygax and Dave Arneson.
  Credits
    
  
  3.
  Navigation
  pg. Creature 
  6 
  Basilisk
  10 
  Blink Dog
  14 
  Bluettes
  18 
  Chimera
  22 Cockatrice
  26 Couatl
  30 Dragon Turtle
  34 Faerie Dragon
  38 Griffin
  42 Harpy
  46 Hippocampus
  50 Hippogriff
  pg. Creature 
  54 
  Hydra
  58 Lizardfolk
  62 Manticore
  66 Myconid
  70 Otyughs
  74 
  Owlbear
  78 Pegasi
  82 Phase Cats
  86 Rust Monster
  90 Sphinx
  94 Treant
  98 Unicorn
  102 Wyvern
  106 Table: Creatures by CR
  109 Table: Creatures by Location
    
  
  4.
    
  
  5.
    
  
  6.
  CHALLENGE 7 (2,900 XP)
  Huge monstrosity, unaligned
  CHALLENGE 7 (2,900 XP)
  Huge monstrosity, unaligned
  Basilisks
  The basilisk bears a menacing and harrowing 
  reputation on account of its lethal glare. 
  These eight-legged lizards dwell in isolated 
  rocky areas. There are many interesting ideas 
  that exist in the world about how the basilisk 
  came into being. The most prominent tale 
  of the basilisk’s origin is that a chicken, 
  specifically a rooster, laid upon the egg of a 
  snake or serpent. As a former colleague has 
  reported, this is obviously preposterous. 
  Despite their savage reputation, basilisks 
  are still often sought out by humanoids 
  as a target of hunting. Although they are 
  reported to be largely solitary, further 
  research on this beast has turned up 
  surprising information. They are in fact a 
  social creature that has been discovered to 
  cannibalize its own kind when starvation 
  finds them, as it often does when they are 
  trapped in humanoid cities.
  NOTABLE TRAIT
  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 Constitution saving throw (DC varying by 
  basilisk) 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.
    
  
  7.
  CRESTED BASILISK
  CHALLENGE 2 (200 XP)
  Small monstrosity, unaligned
  Armor Class 14 (natural armor)
  Hit Points 27 (6d6 + 6)
  Speed 45 ft. 
  STR 9 (-1) 
  DEX 15 (+2) 
  CON 13 (+1) 
  INT 4 (-3) 
  WIS 10 (+0) 
  CHA 8 (-1)
  Skills Athletics +1, Stealth +4
  Senses passive Perception 10
  Languages -
  ABILITIES
  Paralyzing 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 11 Constitution saving 
  throw if the basilisk isn’t incapacitated. On 
  a failed save, the creature is paralyzed. It can 
  repeat the saving throw at the end of each of its 
  turns to end the paralyzing effect.
   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 
  is frightened until it can no longer see itself.
  Water Walking. The crested basilisk can run across 
  water. If it ends its turn on water it falls in. 
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage and 5 
  (2d4) poison damage.
    
  
  8.
  FLYING BASILISK
  CHALLENGE 1/4 (50  XP)
  Tiny monstrosity, unaligned
  Armor Class 13
  Hit Points 7 (3d4)
  Speed 30 ft., climb 30 ft. 
  STR 8 (-1) 
  DEX 16 (+3) 
  CON 11 (+0) 
  INT 5 (+0) 
  WIS 11 (+0) 
  CHA 10 (+0)
  Skills Acrobatics +5, Athletics +1, Perception +2, 
  Stealth +5
  Senses passive Perception 12
  Languages -
  ABILITIES
  Paralyzing 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 10 Charisma saving 
  throw if the basilisk isn’t incapacitated. On 
  a failed save, the creature is paralyzed. It can 
  repeat the saving throw at the end of each of its 
  turns to end the paralyzing effect.
   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 
  is frightened until it can no longer see itself.
  Gliding. The basilisk is always under the effects of 
  the featherfall spell.
  ACTIONS
  Tongue Lash. Melee Weapon Attack: +5 to hit, reach 
  10 ft., one target. Hit: 1 bludgeoning damage 
  and the target must make a DC 10 Constitution, 
  taking 10 (3d6) poison damage on a failed save 
  or half as much on a successful one.
    
  
  9.
  GILA BASILISK
  CHALLENGE 5 (1,800 XP)
  Large monstrosity, unaligned
  Armor Class 16 (natural armor)
  Hit Points 00 (0d0+0)
  Speed 20 ft., burrow 5 ft. 
  STR 18 (+4) 
  DEX 12 (+1) 
  CON 16 (+3) 
  INT 4 (-3) 
  WIS 6 (-2) 
  CHA 7 (-2)
  Skills Athletics +7, Perception +1, Stealth +4
  Senses darkvision 60 ft., passive Perception 11
  Languages -
  ABILITIES
  Putrifying 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 14 Constitution saving 
  throw if the basilisk isn’t incapacitated. On a 
  failed save, the creature begins to vomit. It can 
  repeat the saving throw at the end of each of 
  its turns to end this effect. While vomiting, the 
  creature can take no actions, halves its speed, 
  has disadvantage on all Ability Checks, and 
  attacks against the creature have Advantage. 
  Creatures that are immune to disease 
  automatically pass this saving throw.
   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 
  immediately attacks its reflection.
  Natural Camouflage. The basilisk has advantage on 
  Dexterity (Stealth) checks made to hide in sandy 
  environments, such as deserts or beaches. 
  ACTIONS
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) piercing damage and 16 
  (3d10) poison damage.
    
  
  10.
  Blink Dogs
  Blink dogs are similar in size and shape 
  to other canine species, but with magical 
  abilities. Their temperaments match 
  those of dogs, but their actions are 
  influenced by a high level of intelligence, 
  which surprises many trainers who 
  are not used to working with blink dog 
  breeds. Over the years, the term ‘blink 
  dog’ has become a blanket term for 
  any canine with magical abilities, but 
  originally it only referred to what we now 
  call the hunting blink dog.
  The earliest tales of blink dogs was that 
  they were born from a litter of puppies 
  blessed by a forest sprite. Earlier in 
  the year, a hunter had saved the forest 
  sprite’s tree from a group of traveling 
  bandits who wanted to plunder it for 
  treasure. The hunter leapt to the sprite’s 
  defense with his pack of dogs and 
  successfully fended off the scoundrels. 
  Sadly, one of the dogs was lost in the 
  fight, unable to dodge a fatal sword blow 
  to the head. When the hunter’s dogs had 
  a litter that fall, the sprite blessed the 
  dogs in thanks for their heroic efforts. 
  Each dog was able to blink in and out of 
  existence, ensuring that none of the pack 
  would never again be caught by a fatal 
  blow.
  HUNTING BLINK DOG
  CHALLENGE 1 (200 XP)
  Size creature, Alignment
  Armor Class 10 (special armor type)
  Hit Points 00 (0d0+0)
  Speed 30 ft., movement 00 ft. 
  STR 10 (+0) 
  DEX 10 (+0) 
  CON 10 (+0) 
  INT 10 (+0) 
  WIS 10 (+0) 
  CHA 10 (+0)
  Condition Immunities frightened
  Skills Perception +3, Stealth +4, Survival +3
  Senses passive Perception 13
  Languages Blink Dog, understands Common and 
  Sylvan but can’t speak them
  ABILITIES
  Keen Hearing and Smell. The blink dog has 
  advantage on Wisdom (Perception) checks 
  that rely on hearing or smell.
  Pack Tactics. The blink dog has advantage on 
  attack rolls against a creature if at least one 
  of the blink dog’s allies are within 5 feet of 
  the creature and the ally isn’t incapacitated.
  ACTIONS
  Jaunting Bite. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one creature. Hit: 5 (1d6 + 2) 
  piercing damage. The blink dog can teleport 
  15 feet before or after it makes this attack.
    
  
  11.
  LAUGHING FOX
  CHALLENGE 1 (200 XP)
  Small fey, chaotic evil
  Armor Class 14
  Hit Points 28 (8d6)
  Speed 35 ft.
  STR 10 (+0) 
  DEX 18 (+4) 
  CON 10 (+0)
  INT 15 (+2) 
  WIS 14 (+2) 
  CHA 16 (+3)
  Skills Intimidation +5, Perception +4, Stealth +6
  Senses passive Perception 14
  Languages Blink Dog, Common, Sylvan
  ABILITIES
  Know Fear. The laughing fox can use a bonus action 
  to become aware of a creature within 60 feet’s 
  greatest fear. It has advantage on all Charisma 
  (Intimidation) checks it makes against the 
  creature for 24 hours.
  Unlucky Demise. When the laughing fox is killed, 
  any creature that has harmed it within the past 
  24 hours must make a death saving throw with 
  disadvantage. 
  ACTIONS
  Mental Blink. The laughing fox “blinks” inside the 
  mind of a creature within 60 feet. The target 
  must make a DC 13 Charisma saving throw, 
  taking 10 (3d6) psychic damage and becoming 
  frightened for one minute on a failed save or 
  taking half as much damage on a successful one.
  REACTIONS
  Taunting Face. When the laughing fox is the target 
  of an attack, it can taunt its attacker. The target 
  has disadvantage on the attack roll.
    
  
  12.
  HERDING BLINK DOG SWARM
  CHALLENGE 3 (700 XP)
  Large swarm of Small fey, lawful good
  Armor Class 12
  Hit Points 44 (11d10 + 11)
  Speed 35 ft. 
  STR 16 (+3) 
  DEX 14 (+2) 
  CON 13 (+1) 
  INT 9 (-1) 
  WIS 14 (+2) 
  CHA 12 (+1)
  Damage Resistances bludgeoning, piercing, 
  slashing
  Condition Immunities charmed, frightened, 
  paralyzed, petrified, prone, restrained, 
  stunned
  Skills Perception +6
  Senses passive Perception 16
  Languages Blink Dog, understands Common and 
  Sylvan but can’t speak them
  ABILITIES
  Mass Duplication (Recharge 5-6). As a bonus 
  action, the swarm creates an amount of 
  duplicates equal to its Wisdom modifier. The 
  swarm recovers 11 (2d10) hit points.
  Pack Tactics. The swarm has advantage on an 
  attack roll against creatures in spaces it 
  occupies.
  Swarm. The swarm can occupy another creature’s 
  space and vice versa, and the swarm can 
  move through any opening large enough for a 
  Small dog. The swarm can’t regain hit points 
  or gain temporary hit points, except with 
  Mass Duplication.
  ACTIONS
  Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., 
  all creatures in the swarm’s space. Hit: 10 
  (4d4) piercing damage, or 5 (2d4) piercing 
  damage if the swarm has half of its hit points 
  or fewer.
  HERDING BLINK DOG
  CHALLENGE 1 (200 XP)
  Small fey, lawful good
  Armor Class 12
  Hit Points 35 (10d6)
  Speed 35 ft.
  STR 12 (+1) 
  DEX 14 (+2) 
  CON 11 (+0)
  INT 9 (-1) 
  WIS 14 (+2) 
  CHA 12 (+1)
  Skills Perception +4, Stealth +4
  Senses passive Perception 14
  Languages Blink Dog, understands Common and 
  Sylvan but can’t speak them
  ABILITIES
  Duplicate (Recharge 5-6). As a bonus action, the 
  dog creates an amount of duplicates equal 
  to its Wisdom modifier. This duplicates have 
  full turns, share the dog’s statistics, and act 
  on its turn. The duplicates have 1 hit point 
  and cannot duplicate themselves. The dog is 
  aware of anything the duplicates are aware 
  of. 
  Pack Tactics. The dog has advantage on an attack 
  roll against a creature if at least one of its 
  duplicates or allies is within 5 feet of the 
  creature and the ally isn’t incapacitated.
  ACTIONS
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 3 (1d4 + 1) piercing damage.
    
  
  13.
  SILENCE WOLF
  CHALLENGE 3 (700 XP)
  Medium fey, neutral
  Armor Class 14 (natural armor)
  Hit Points 65 (10d8 + 20)
  Speed 45 ft.
  STR 16 (+3) 
  DEX 13 (+1) 
  CON 14 (+2)
  INT 12 (+1) 
  WIS 15 (+2) 
  CHA 10 (+0)
  Skills Perception +4, Stealth +3
  Senses passive Perception 14
  Languages Blink Dog, understands Sylvan but can’t 
  speak it
  ABILITIES
  Keen Hearing and Smell. The wolf has advantage 
  on Wisdom (Perception) checks that rely on 
  hearing or smell.
  Pack Tactics. The wolf has advantage on an attack 
  roll against a creature if at least one of its allies 
  is within 5 feet of the creature and the ally isn’t 
  incapacitated.
  ACTIONS
  Multiattack. The wolf uses bite twice or teleport 
  twice.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage.
  Instill Howl. The wolf howls into a natural objects, 
  such as a tree or rock. When a creature with 
  Intelligence 8 or greater comes within 30 
  feet of the object, the howl erupts. Creatures 
  within 30 feet of the object must make a DC 13 
  Wisdom saving throw, becoming frightened for 
  1 minute on a failed save.  Additionally, the wolf 
  immediately becomes aware of which object 
  was triggered.
  Teleport (Recharge 4-6). The wolf magically 
  teleports, along with any equipment it is 
  wearing or carrying, up to 30 feet to an 
  unoccupied space it can see. Before or after 
  teleporting, the wolf can make one bite attack.
    
  
  14.
  ROCK BULETTE
  CHALLENGE 5 (1,800 XP)
  Large monstrosity, unaligned
  Armor Class 18 (natural armor)
  Hit Points 94 (9d10 +45)
  Speed 40 ft., movement 40 ft. 
  STR 20 (+5) 
  DEX 9 (-1) 
  CON 21 (+5) 
  INT 3 (-4) 
  WIS 10 (+0) 
  CHA 7 (-2)
  Skills Athletics +8, Perception +3
  Senses darkvision 60 ft., tremorsense 60 ft., 
  passive Perception 13
  Languages --
  ABILITIES
  Leap. The bulette can long jump up to 30 feet and 
  high jump up to 15 feet, with or without a 
  running start. 
  False Appearance. While the bulette remains 
  motionless, it is indistinguishable from a 
  stack of rocks and boulders.
  ACTIONS
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 27 (4d10 + 5) piercing damage.
  Ram (Recharge 6). The bulette charges forward 
  in a 30 foot line as wide as it is. Creatures 
  in the line must make a DC 16 Strength 
  saving throw. The target takes 21 (3d10+5) 
  bludgeoning damage and is knocked 
  prone on a failed save, or half as much on a 
  successful one without being  
  knocked prone.
  Bulettes
  Bulettes, often times called ‘land sharks’, 
  swim through the ground as well as their 
  seadwelling ancestors did the oceans. 
  Taking their prey by surprise, they thrust 
  up with sharp teeth and powerful jaws. 
  With a penchant for humanoid flesh, they 
  are dangerous to observe and even more 
  so to train.
  In addition to sharks, bulettes share 
  their ancestry with the more docile 
  giant turtle. The bulette has a hardened, 
  natural armor that protects the creature 
  from the rocks, roots, and bones under 
  the ground through which they travel. 
  They have sharp, thick claws on each leg, 
  good for angling upwards and tearing 
  aside ceilings of grass, sand, ice, and even 
  stone.
    
  
  15.
  ARCTIC  BULETTE 
  CHALLENGE 6 (2,300 XP)
  Large Monstrosity, Alignment
  Armor Class 16 (natural armor)
  Hit Points 103 (18d8+125)
  Speed 35 ft., burrow 40 ft.
  STR 18 (+4) 
  DEX 10 (+0) 
  CON 23 (+6) 
  INT 2 (-4) 
  WIS 12 (+1) 
  CHA 5 (-3)
  Skills Athletics +7, Perception +6, Stealth +5
  Damage Resistances bludgeoning, cold
  Senses darkvision 60 ft., tremorsense 60 ft., passive 
  Perception 16
  Languages --
  ABILITIES
  Blubbery Hide. Attacks targeting the bulette 
  that do bludgeoning damage are made with 
  disadvantage.
  Standing Leap. The bulette’s long jump is up to 
  30 feet away and its high jump is up to 15 feet, 
  with or without a running start.
  Taloned Feet. The bulette ignores difficult terrain 
  related to ice and snow.
  ACTIONS
  Bite. melee weapon attack, +7 to hit, reach 5ft., one 
  target. Hit: 37 (6d10 + 4) piercing 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 16 
  Strength or Dexterity saving throw (target's 
  choice) or be knocked prone and take 14 (3d6 
  + 4) bludgeoning damage plus 14 (3d6 + 4) 
  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 
  within range, the creature instead falls prone 
  in the bulette's space.
    
  
  16.
  MARSH BULETTE
  CHALLENGE 3 (2,300 XP)
  Medium monstrosity, Unaligned
  Armor Class 15 (natural armor)
  Hit Points 66 (7d8+35)
  Speed 35ft., burrow 30 ft., swim 30 ft.
  STR 16 (+3) 
  DEX 13 (+1) 
  CON 20 (+5) 
  INT 4 (-3) 
  WIS 13 (+1) 
  CHA 6 (-2)
  Skills Perception +3, Stealth +6
  Senses darkvision 60 ft., tremorsense 60 ft., passive 
  Perception 16
  Languages --
  ABILITIES
  Camouflaged Hide. The bulette has advantage 
  on Dexterity (Stealth) made in marshes and 
  swamps.
  Hold Breath. The bulette can hold its breath for 30 
  minutes.
  Standing Leap. The bulette’s long jump is up to 30 
  feet away and its high jump is up to 15 feet, with 
  or without a running start.
  Webbed Feet. The bulette ignores difficult terrain 
  related to water and mud.
  ACTIONS
  Fist. melee weapon attack, +7 to hit, reach 5ft., one 
  target. Hit: 16 (3d8 + 3) piercing 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 13 Strength or Dexterity 
  saving throw (target's choice) or be knocked 
  prone and take 10 (2d6 + 3) bludgeoning 
  damage plus 10 (2d6 + 3) 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 within range, the creature 
  instead falls prone in the bulette's space.
    
  
  17.
  PIGMY BULETTE SWARM
  CHALLENGE 7 (2,900 XP)
  Huge swarm of Medium monstrosities, unaligned
  Armor Class 18 (natural armor)
  Hit Points 126 (11d12 + 55)
  Speed 30 ft., burrow 25 ft., swim 20 ft.
  STR 18 (+4) 
  DEX 16 (+3) 
  CON 20 (+5) 
  INT 6 (-2) 
  WIS 14 (+2) 
  CHA 8 (-1)
  Damage Resistances bludgeoning, piercing, 
  slashing
  Condition Immunities charmed, frightened, 
  paralyzed, petrified, prone, restrained, stunned
  Skills Perception +5
  Senses darkvision 60 ft., tremorsense 60 ft., passive 
  Perception 15
  Languages --
  ABILITIES
  Hold Breath. The swarm can hold its breath for 15 
  minutes.
  Leap. The swarm can long jump up to 30 feet and 
  high jump up to 15 feet, with or without a 
  running start. 
  Pack Tactics. The swarm has advantage on an 
  attack roll against creatures in spaces it 
  occupies.
  Swarm. The swarm can occupy another creature’s 
  space and vice versa, and the swarm can 
  move through any opening large enough for a 
  Medium pygmy bulette. The swarm can’t regain 
  hit points or gain temporary hit points.
  ACTIONS
  Bites. Melee Weapon Attack: +7 to hit, reach 0 ft., all 
  creatures in the swarm’s space. Hit: 25 (4d10 + 
  4) piercing damage, or 13 (2d10 + 2) piercing 
  damage if the swarm has half of its hit points or 
  fewer. 
  PYGMY BULETTE
  CHALLENGE 4 (2,300 XP)
  Medium monstrosity, Unaligned
  Armor Class 18 (Natural Armor)
  Hit Points 102 (12d8+48)
  Speed 30 ft., burrow 25 ft., swim 20 ft.
  STR 15 (+2) 
  DEX 16 (+3) 
  CON 18 (+4) 
  INT 6 (-2) 
  WIS 14 (+2) 
  CHA 8 (-1)
  Skills Perception +4
  Senses Darkvision 60 ft., tremorsense 60 ft., 
  passive Perception 16
  Languages --
  ABILITIES
  Crude Tactics The bulette has advantage on an 
  attack roll against a creature if at least one 
  of the bulette’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated. 
  Hold Breath. The bulette can hold its breath for 
  15 minutes.
  Standing Leap. The bulette’s long jump is up to 
  30 feet away and its high jump is up to 15 
  feet, with or without a running start.
  ACTIONS
  Multiattack. The bulette makes two bite attacks 
  and a slam attack.
  Bite. melee weapon attack. +5 to hit, reach 5ft., one 
  target. Hit: 8 (1d10 + 3) piercing damage.
  Slam. melee weapon attack. +4 to hit, reach 5ft., 
  one target. Hit: 5 (1d6 + 2) bludgeoning 
  damage and the target is knocked prone.
    
  
  18.
  Chimeras
  DESERT CHIMERA
  CHALLENGE 4 (1100 XP) 
  Medium monstrosity, neutral
  Armor Class 13 (natural armor)
  Hit Points 90 (12d8 + 36)
  Speed 40 ft. 
  STR 17 (+3) 
  DEX 14 (+2) 
  CON 16 (+3)
  INT 5 (-3) 
  WIS 15 (+2) 
  CHA 11 (+0)
  Skills Athletics +5, Perception +6
  Senses darkvision 60 ft., passive Perception 16
  Languages understands Common but can’t speak
  ABILITIES
  Desert Dweller. The chimera is naturally adapted 
  to hot climates.
  Keen Hearing and Smell. The chimera has 
  advantage on Wisdom (Perception) checks 
  that rely on hearing or smell.
  ACTIONS
  Multiattack. The chimera makes three attacks: 
  one with its bite, one with its claws, and one 
  with its horns.
  Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., 
  one target. Hit: 1 piercing damage and the 
  target must make a DC 13 Constitution saving 
  throw. On a failed save, the target takes 16 
  (3d10) poison damage and is poisoned for one 
  minute, or half as much damage and isn’t 
  poisoned on a successful one.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) slashing damage.
  Horns. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 8 (1d10 + 3) piercing damage.
  Bulettes, often times called ‘land sharks’, 
  swim through the ground as well as their 
  seadwelling ancestors did the oceans. 
  Taking their prey by surprise, they thrust 
  up with sharp teeth and powerful jaws. 
  With a penchant for humanoid flesh, they 
  are dangerous to observe and even more 
  so to train.
  In addition to sharks, bulettes share 
  their ancestry with the more docile 
  giant turtle. The bulette has a hardened, 
  natural armor that protects the creature 
  from the rocks, roots, and bones under 
  the ground through which they travel. 
  They have sharp, thick claws on each leg, 
  good for angling 
   upwards and tearing aside ceilings of  
  grass, sand, ice, and even stone.
    
  
  19.
  ABILITIES
  Keen Smell. The chimera has advantage on 
  Wisdom (Perception) checks that rely on 
  smell.
  Legendary Resistance (3/Day). If the chimera 
  fails a saving throw, it can choose to succeed 
  instead.
  ACTIONS
  Multiattack. The chimera makes five attacks: 
  two with its bite, two with its claws, one with 
  its horn. When its poison breath is available, 
  it can use the breath in place of one bite and 
  one claws.
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 13 (2d6 + 6) piercing damage.
  Claws. Melee Weapon Attack: +10 to hit, reach 10 
  ft., one target. Hit: 15 (2d8 + 6) bludgeoning 
  damage
  Horn. Melee Weapon Attack: +10 to hit, reach 10 
  ft., one target. Hit: 9 (1d6 + 6) bludgeoning 
  damage, and the target is grappled (escape 
  DC 16). The chimera can grapple up to two 
  creatures at a time.
  Poison Breath (Recharge 5-6). The dragon head 
  exhales poisonous gas in a 30-foot cone. 
  Each creature in that area must make a DC 17 
  Constitution saving throw, taking 42 (12d6) 
  poison 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.
  Attack. The chimera makes a horn attack.
  Detect. The chimera makes a Wisdom 
  (Perception) check.
  Fly. The chimera moves up to its fly speed.
  FOREST CHIMERA
  CHALLENGE 12 (8400 XP)
  Huge monstrosity, neutral
  Armor Class 15 (natural armor)
  Hit Points 184 (16d12 + 80)
  Speed 40 ft., fly 30 ft.
  STR 22 (+6) 
  DEX 10 (+0) 
  CON 20 (+5)
  INT 3 (-4) 
  WIS 13 (+1) 
  CHA 10 (+0)
  Saving Throws Str +10, Con +9
  Skills Perception +5
  Senses darkvision 120 ft., passive Perception 15
  Languages understands Draconic but can’t speak
    
  
  20.
  SWAMP CHIMERA
  CHALLENGE 5 (1800 XP)
  Large monstrosity, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 93 (11d10 + 33)
  Speed 30 ft., fly 40 ft., swim 40 ft.
  STR 17 (+3) 
  DEX 14 (+2) 
  CON 16 (+3)
  INT 5 (-3) 
  WIS 15 (+2) 
  CHA 11 (+0)
  Skills Perception +4, Stealth +3
  Senses darkvision 120 ft., passive Perception 14
  Languages understands Draconic but can’t speak
  ABILITIES
  Aggressive. As a bonus action, the chimera 
  can move up to its speed toward a hostile 
  creature it can see.
  Hold Breath. The chimera can hold its breath for 
  30 minutes.
  Keen Hearing and Smell. The chimera has 
  advantage on Wisdom (Perception) checks 
  that rely on hearing or smell.
  ACTIONS
  Multiattack. The chimera makes three attacks: 
  one with its bite, one with its claws, and 
  one with its horns. When its acid breath is 
  available, it can use the breath in place of its 
  bite or horns.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) piercing damage.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 9 (1d12 + 3) slashing damage.
  Horns. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 12 (2d8 + 3) bludgeoning 
  damage.
  Acid Breath (Recharge 5-6). The dragon head 
  exhales acid in a 30 foot line that is 5 feet 
  wide. Each creature in that line must make a 
  DC 14 Dexterity saving throw, taking 27 (6d8) 
  acid damage on a failed save, or half as much 
  damage on a successful one.
    
  
  21.
  UNDERSEA CHIMERA
  CHALLENGE 5 (1800 XP)
  Medium monstrosity, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 93 (11d10 + 33)
  Speed 0 ft., swim 60 ft.
  STR 16 (+3) 
  DEX 13 (+1) 
  CON 16 (+3)
  INT 8 (-1) 
  WIS 15 (+2) 
  CHA 16 (+3)
  Skills Perception +5
  Senses darkvision 120 ft., tremorsense 60 ft., passive 
  Perception 15
  Languages understands Common and Deep Speech 
  but can’t speak
  ABILITIES
  Chomping Grab. The chimera has advantage on 
  attack rolls with bite attacks against creatures 
  it is grappling.
  Innate Spellcasting. The chimera’s spellcasting 
  ability is Charisma (spell save DC 14). The 
  chimera can innately cast the following spells, 
  requiring no material, verbal, or somatic 
  components:
   2/day: suggestion
  Variable Illumination. The chimera can shed bright 
  light in a 5-foot to 30-foot radius and dim light 
  for an additional number of feet equal to the 
  chosen radius. The chimera can alter or end the 
  radius as a bonus action.
  Water Breathing. The chimera can breathe only 
  underwater.
  ACTIONS
  Multiattack. The chimera makes three attacks: two 
  with its bite, and one with its tentacles. If the 
  chimera can cast suggestion, it can use the spell 
  in place of one of its bites.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 14 (2d10 + 3) piercing damage.
  Tentacles. Melee Weapon Attack: +6 to hit, reach 
  10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning 
  damage, and the target is grappled (escape 
  DC 16). The chimera can grapple up to two 
  creatures at a time.
    
  
  22.
  Cockatrices
  COIFED COCKATRICE
  CHALLENGE 1/2 (100 XP)
  Small monstrosity, unaligned
  Armor Class 12
  Hit Points 27 (6d6 + 6)
  Speed 30 ft., fly 30 ft. 
  STR 8 (-1) 
  DEX 14 (+2) 
  CON 13 (+1) 
  INT 4 (-3) 
  WIS 12 (+1) 
  CHA 10 (+0)
  Skills Perception +3, Sleight of Hand +4, Stealth 
  +4
  Senses darkvision 60 ft., passive Perception 13
  Languages -
  ABILITIES
  Translucent. The cockatrice has advantage on 
  attack rolls against a creature if at least one 
  of its allies are within 5 feet of the creature 
  and the ally isn’t incapacitated.
  ACTIONS
  Bite. melee weapon attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage, 
  and the target must succeed on a DC 11 
  Constitution saving throw against being 
  magically petrified. On a failed save, the 
  creatures 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 indefinitely. A creature can end this 
  petrification with the remove curse spell or 
  by having another creature apply the blood of 
  the cockatrice to their petrified body.
  Even the common cockatrice is a sight 
  to behold; its diverse origins blend to 
  form an elegant, lithe body with plumage 
  that seamlessly flows into the scales that 
  protect its torso and back. Its colors, 
  temperament, and even abilities are 
  varied, depending on the creature who 
  incubated the egg. Cockatrices produce 
  their own eggs, but often will sneak 
  their eggs into nests of other creatures 
  for incubation, resulting in different 
  variations of cockatrices.
  The origins of this species is still a matter 
  of debate among academics and mages; 
  many of whom are more than willing to 
  talk about where they “actually” came 
  from in exchange for space by the tavern 
  fire and a few complimentary ales. The 
  only thing they can indeed agree upon is 
  that magic  
  had to be involved to bring together  
  the parts into a working whole.
    
  
  23.
  SHOEBILL COCKATRICE
  CHALLENGE 2 (450 XP)
  Medium monstrosity, neutral evil
  Armor Class 11
  Hit Points 27 (6d8 + 6)
  Speed 40 ft., fly 20 ft. 
  STR 15 (+2) 
  DEX 13 (+1) 
  CON 14 (+2) 
  INT 5 (-3) 
  WIS 8 (-1) 
  CHA 10 (+0)
  Skills Intimidation +2, Perception +1
  Senses darkvision 60 ft., passive Perception 11
  Languages -
  ABILITIES
  Striding Legs. The cockatrice ignores difficult 
  terrain related to mud, water, and loose 
  earth.
  ACTIONS
  Multiattack. The cockatrice makes one attack 
  with its bite and one with its tail.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 7 (1d10 + 2) piercing 
  damage, and the target must succeed on 
  a DC 12 Constitution saving throw against 
  being magically petrified. On a failed save, 
  the creatures 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 indefinitely. A creature can end this 
  petrification by brewing a potion with the 
  cockatrice’s eye. Creating this potion is a DC 
  15 Intelligence (Alchemist’s Tools) check that 
  takes three days.
  Tail. Melee Weapon Attack: +4 to hit, reach 10 
  ft., one target. Hit: 6 (1d8 + 2) bludgeoning 
  damage.
  DEATHROLL
  CHALLENGE 4 (1,000 XP)
  Medium monstrosity, chaotic evil
  Armor Class 11
  Hit Points 65 (10d8 + 20)
  Speed 40 ft., fly 20 ft. 
  STR 15 (+2) 
  DEX 13 (+1) 
  CON 14 (+2) 
  INT 5 (-3) 
  WIS 14 (+2) 
  CHA 12 (+1)
  Skills Athletics +4, Intimidation +5, Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages -
  ABILITIES
  Nimble. Opportunity attacks targeting Deathroll 
  are made with disadvantage.
  Striding Legs. Deathroll ignores difficult terrain 
  related to mud, water, and loose earth.
  ACTIONS
  Multiattack. Deathroll makes three attacks, one 
  attack with its bite and two with its tail.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 7 (1d10 + 2) piercing damage, 
  and the target is grappled (escape DC 13). 
  Deathroll. Deathroll moves 10 feet. Creatures 
  grappled by Deathroll must make a DC 13 
  Constitution saving throw, taking 14 (4d6) 
  damage from being dragged on a failed save 
  or half as much on a successful one.
  Tail. Melee Weapon Attack: +4 to hit, reach 10 
  ft., one target. Hit: 6 (1d8 + 2) bludgeoning 
  damage.
    
  
  24.
  PEACOCKATRICE 
  CHALLENGE 1 (200 XP)
  Small monstrosity, unaligned
  Armor Class 12
  Hit Points 28 (8d6)
  Speed 30 ft., fly 20 ft. 
  STR 11 (+0) 
  DEX 14 (+2) 
  CON 11 (+0) 
  INT 10 (+0) 
  WIS 14 (+2) 
  CHA 15 (+2)
  Skills Insight +4, Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages understands Common and at least one 
  other language
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage.
  Vibrant Gaze (Recharge 6). The cockatrice 
  raises its tail feathers at a creature that it 
  can see within 30 ft. of it. The creature must 
  make a DC 12 Charisma saving throw or be 
  petrified indefinitely. Creatures behind cover 
  have advantage on this saving throw. The 
  petrification can be broken with the remove 
  curse spell or by applying the ash of one of 
  the cockatrice’s tail feathers to the petrified 
  creature.
  PEACOCKATRICE SWARM 
   
  CHALLENGE 2 (450 XP)
  Large swarm of Small monstrosities, unaligned
  Armor Class 12
  Hit Points 52 (8d10 + 8)z
  Speed 30 ft., fly 20 ft. 
  STR 14 (+2) 
  DEX 14 (+2) 
  CON 12 (+1) 
  INT 10 (+0) 
  WIS 14 (+2) 
  CHA 15 (+2)
  Skills Insight +4, Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages understands Common and at least one 
  other language
  ABILITIES
  Swarm. The swarm can occupy another creature’s 
  space and vice versa, and the swarm can 
  move through any opening large enough for a 
  Small bird. The swarm can’t regain hit points 
  or gain temporary hit points.
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., all 
  creatures in the swarm’s space. Hit: 12 (4d4 
  + 2) piercing damage, or 6 (2d4 + 1) piercing 
  damage if the swarm has half of its hit points 
  or fewer.
  Vibrant Gaze (Recharge 6). The swarm raises 
  their tail feathers at all creature that they 
  can see within 30 ft. of it. The creatures must 
  make a DC 13 Charisma saving throw or be 
  petrified indefinitely. Creatures behind cover 
  have advantage on this saving throw. The 
  petrification can be broken with the remove 
  curse spell or by applying the ash of one of 
  the cockatrice’s tail feathers to the petrified 
  creature.
    
  
  25.
  AQUATIC COCKATRICE 
   
  CHALLENGE 1 (200 XP)
  Small monstrosity, unaligned
  Armor Class 13 (natural armor)
  Hit Points 28 (4d6 + 12)
  Speed 20 ft., swim 20 ft. 
  STR 13 (+1) 
  DEX 13 (+1) 
  CON 16 (+3)
  INT 6 (-2) 
  WIS 12 (+1) 
  CHA 9 (-1)
  Skills Athletics +3, Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages -
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage, 
  and the target must succeed on a DC 12 
  Constitution saving throw against being 
  magically frozen solid. On a failed save, the 
  creatures begins to turn to freeze 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 magically frozen solid for 24 hours. 
  Creatures that are immune to cold damage 
  automatically succeed on this saving throw.
    
  
  26.
  Couatls
  SUNSET COUATL
  CHALLENGE 6 (2,300 XP)
  Medium Celestial, Lawful Good
  Armor Class 19
  Hit Points 128 (16d8 + 64)
  Speed 30 ft., fly 90ft. 
  STR 18 (+4) 
  DEX 20 (+5) 
  CON 19 (+4) 
  INT 18 (+4) 
  WIS 20 (+5) 
  CHA 18 (+4)
  Skills Perception +3, Insight +6
  Damage Resistances Radiant
  Damage Immunities Psychic; Bludgeoning, 
  Piercing, and Slashing From Nonmagical 
  Weapons
  Senses Truesight 120 ft., passive Perception 18
  Languages All, Telepathy 120 ft.
  ABILITIES
  Innate Spellcasting (Psionics). The couatl's 
  innate spellcasting ability is Wisdom (spell 
  save DC 16).  
  It can innately cast the following Spells, 
  requiring no components: 
   At-will: Charm Person, Detect Evil and Good, 
  Heroism, Guidance, Resistance, Detect Thoughts
   3/day: Bless, Cure Wounds, Lesser Restoration, 
  Protection from Poison, Sanctuary, Divine Favor
   1/day: Dream, Greater Restoration, Telekinesis, 
  Death Ward
  Magic Weapons. The couatl's weapon attacks are 
  magical.
  Shielded Mind. The couatl is immune to Scrying 
  and to any effect that would sense its 
  emotions, read its thoughts, or detect its 
  location.
  ACTIONS
  Bite. Melee weapon attack, +8 to hit, reach 10 
  ft., one creature. Hit: 10 (2d6+4) piercing 
  damage, and the target must succeed on a 
  DC 16 Wisdom saving throw vs. the couatl’s 
  venom. The couatl’s venom is mind-
  affecting; those under its influence become 
  pacified and cannot attack or take other 
  violent actions for 24 hours
  Constrict. Melee weapon attack, +6 to hit, reach 10 
  ft, one creature. Hit: 12 (2d8+4) bludgeoning 
  damage, and the target is Grappled (escape 
  DC 16). The target is Restrained while 
  constricted and the couatl cannot constrict 
  more than one target at a time.
  Couatl have maintained an active 
  presence within civilizations near their 
  homelands over centuries of recorded 
  history. Their aid and guidance are not 
  only tales of legend, but memories of 
  recent decades. My research led me to the 
  expertise of one Amiko kaj Zorgo, a bold-
  hearted half-orc druid from the southern 
  continent. By the time I met him, Amiko 
  had spent nearly two decades of his life 
  in the service of various couatl mates. 
  His personal experience and academic 
  knowledge made him an invaluable 
  guide, and certainly my research would 
  not have been so complete without his 
  expertise.
    
  
  27.
  CRYSTAL COUATL NEONATE  
  CHALLENGE 1/8 (25 XP)
  Tiny monstrosity, lawful good
  Armor Class 12
  Hit Points 21 (6d4 + 6)
  Speed 40 ft., burrow 40 ft.
  STR 8 (-1) 
  DEX 14 (+2) 
  CON 10 (+0) 
  INT 12 (+1) 
  WIS 10 (+0) 
  CHA 22 (+6)
  Skills Perception +2, Stealth +6
  Damage Resistances radiant, psychic
  Senses passive Perception 12
  Languages All, telepathy 30 ft.
  ABILITIES
  Translucent. The neonate has advantage on 
  Dexterity (Stealth) checks.
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 1 piercing damage.
  Gentle Lullaby (Recharge 6). The neonate sings a 
  song that is very soft and calming. Creatures 
  within 15 feet of the neonate, including the 
  neonate, must make a DC 11 Charisma saving 
  throw or fall asleep for 1 minute. The song 
  does not need to be understood to have this 
  effect; it merely must be heard.
  CRYSTAL COUATL
  CHALLENGE 2 (450 XP)
  Medium Celestial, Lawful Good
  Armor Class 15
  Hit Points 70 (10d8 + 30)
  Speed 30 ft., fly 90ft. 
  STR 16 (+3) 
  DEX 20 (+5) 
  CON 14 (+3) 
  INT 18 (+4) 
  WIS 18 (+4) 
  CHA 18 (+4)
  Skills Insight +2, Perception +2, Stealth +4,  
  Survival +2
  Damage Resistances Radiant, Psychic
  Senses Passive Perception 17
  Languages All, Telepathy 120 ft.
  ABILITIES
  Translucent. The crystal couatl has the advantage 
  on Dexterity (Stealth) checks.
  Innate Spellcasting (Psionics). The crystal 
  couatl's innate spellcasting ability is Wisdom 
  (spell save DC 14). It can innately cast the 
  following Spells, requiring no components: 
   At will: Fog Cloud, Purify Food and Drink,  
  Detect Evil and Good
   3/day each: Detect Thoughts, Bless, Cure Wounds, 
  Protection from Poison
  ACTIONS
  Bite. Melee weapon attack, +4 to hit, reach 5 ft, one 
  creature, 
  Hit: 7 (1d8+3) piercing damage, 
  Constrict. Melee weapon attack, +6 to hit, reach 10 
  ft., one creature. Hit: 12 (2d8+4) bludgeoning 
  damage, and the target is Grappled (escape 
  DC 16). The target is Restrained while 
  constricted and the couatl cannot constrict 
  more than one target at a time.
  Charming Song. The crystal couatl’s voice is 
  incredibly beautiful and alluring. The song 
  acts as a suggestion spell with the command 
  “come to my location” to any animal, child, 
  or other humanoid of good alignment unless 
  a DC 14 Wisdom check is made. The song does 
  not need to be understood to have this affect; 
  it merely must be heard.
    
  
  28.
  ARCTIC COUATL
  CHALLENGE 9 (5,000 XP)
  Medium Celestial, Lawful Good
  Armor Class 19
  Hit Points 153 (17d8+35)
  Speed 30 ft., fly 90ft.  
  STR 20 (+5) 
  DEX 20 (+5) 
  CON 20 (+5) 
  INT 18 (+4) 
  WIS 22 (+6) 
  CHA 18 (+4)
  Saving Throws Perception +4, Insight +8, Survival +8
  Damage Resistances Radiant
  Damage Immunities Psychic, Bludgeoning, Piercing, 
  And Slashing From Nonmagical Weapons, Cold
  Senses Truesight 120 Ft., passive Perception 20
  Languages All, Telepathy 120 ft.
  ABILITIES
  Innate Spellcasting (Psionics). The arctic couatl's 
  innate spellcasting ability is Wisdom (spell save 
  DC 17). It can innately cast the following Spells, 
  requiring no components: 
   At-will: Detect Evil and Good, Heroism, Guidance, 
  Resistance, Detect Thoughts, Faerie Fire, Dancing 
  Lights
   3/day each: Bless, Cure Wounds, Lesser Restoration, 
  Protection from Poison, Sanctuary, Divine Favor, Aid
   1/day each: Dream, Greater Restoration, Telekinesis, 
  Beacon of Hope
  Magic Weapons. The couatl's weapon attacks are 
  magical.
  Shielded Mind. The couatl is immune to Scrying and 
  to any effect that would sense its emotions, read 
  its thoughts, or detect its location.
  Luminous Wings. At will the arctic couatl can cause 
  its wings to glow, as if under the effect of a 
  Daylight spell. 
  ACTIONS
  Multiattack. The arctic couatl makes two attacks: 
  one with its bite and one with its wings.
  Bite. Melee weapon attack, +8 to hit, reach 5 ft., one 
  creature. 
  Hit: 15 (2d10+5) piercing damage, and the target 
  must succeed on a DC 17 Wisdom saving throw 
  vs. the couatl’s venom. The couatl’s venom 
  is mind-affecting; those under its influence 
  become pacified and cannot attack or take other 
  violent actions for 24 hours.
  Wing Attack. The arctic couatl can beat its wings 
  against an opponent inflicting 13 (2d8+5) 
  bludgeoning damage and 6 (2d6) Radiant 
  damage.
  Constrict. Melee weapon attack, +6 to hit, reach 10 ft, 
  one Medium or smaller creature. 
  Hit: 12 (2d8+4) bludgeoning damage, and the 
  target is Grappled (escape DC 16). The target 
  is Restrained while constricted and the couatl 
  cannot constrict more than one target at a time.
    
  
  29.
  CRYPTIC COUATL
  CHALLENGE 11 (7,200 XP)
  Medium Celestial, Lawful Good
  Armor Class 19
  Hit Points 210 (21d8 + 126)
  Speed 40 ft., fly 60 ft., Climb 40 ft., Burrow 20 ft.
  STR 22 (+6) 
  DEX 20 (+5) 
  CON 22 (+6) 
  INT 18 (+4) 
  WIS 22 (+6) 
  CHA 18 (+4)
  Skills Perception +4, Insight +8, Survival +4,  
  Stealth +8
  Damage Immunities Psychic, Bludgeoning, 
  Piercing, And Slashing From Nonmagical 
  Weapons, Radiant
  Senses Truesight 120 Ft., passive Perception 20
  Languages All, Telepathy 120 ft.
  ABILITIES
  Innate Spellcasting (Psionics). The cryptic couatl's 
  innate spellcasting ability is Wisdom (spell save 
  DC 18). It can innately cast the following Spells, 
  requiring no components: 
   At-will: Detect Evil and Good, Resistance, Detect 
  Thoughts, Speak with Animals, Druidcraft, Purify 
  Food & Drink, Entangle
   3/day each: Bless, Cure Wounds, Lesser Restoration, 
  Sanctuary, Divine Favor, Aid, Create or Destroy 
  Water, Pass Without Trace
   1/day each:  Dream, Greater Restoration, Plant 
  Growth, Grasping Vine, Commune with nature
  Magic Weapons. The couatl's weapon attacks are 
  magical.
  Shielded Mind. The couatl is immune to Scrying 
  and to any effect that would sense its emotions, 
  read its thoughts, or detect its location.
  ACTIONS
  Multiattack. The cryptic couatl makes three 
  attacks: one with its bite and two with its 
  wings. One of the two attacks may be made 
  instead with its constrict.
  Bite. Melee weapon attack +8 to hit, reach 5 ft., one 
  creature. Hit: 15 (2d10+5) piercing damage, and 
  the target must succeed on a DC 18 Wisdom 
  saving throw vs. the couatl’s venom. The 
  couatl’s venom is mind-affecting; those under 
  its influence become pacified and cannot attack 
  or take other violent actions for 24 hours.
  Wing Attack. The cryptic couatl can beat its wings 
  against an opponent inflicting 17 (3d8+5) 
  bludgeoning damage.
  Constrict. Melee weapon attack, +8 to hit, reach 10 ft, 
  one Medium or smaller creature. 
  Hit: 20 (3d10+5) bludgeoning damage, and the 
  target is Grappled (escape DC 18). The target 
  is Restrained while constricted and the couatl 
  cannot constrict more than one target at a time.
    
  
  30.
  Dragon Turtle
  EMERALD DRAGON TURTLE
  CHALLENGE 17 (18,000 XP)
  Gargantuan Dragon, Neutral 
  Armor Class 20 Natural Armor
  Hit Points 341 (22d10 + 110)
  Speed 20 ft., swim 50 ft. 
  STR 26 (+6) 
  DEX 9 (-1) 
  CON 25 (+7) 
  INT 12 (+1) 
  WIS 12 (+1) 
  CHA 10 (+0)
  Damage Resistances Piercing and slashing 
  damage due to their hard shell. If you can get 
  to their softer body between the shell plates it 
  counts as full damage.
  Senses darkvision 120 ft.  Passive Perception: 11
  Languages Aquan, Draconic
  ABILITIES
  Amphibious. The emerald dragon turtle can 
  breathe air and water.
  ACTIONS
  Multiattack. The emerald dragon turtle makes 
  three attacks: one with its bite and two with 
  its claws. It can make one tail attack in place 
  of its two claw attacks.
  Bite. Melee weapon attack. +12 to hit, reach 15 ft., 
  one target. Hit: 3d12+7 piercing damage.
  Claw. Melee weapon attack. +12 to hit, reach 10 ft., 
  one target. Hit: 2d8+7  slashing damage.
  Tail. Melee weapon attack. +1 to hit, reach 15 ft., 
  one target. Hit: 3d12+7 bludgeoning damage. 
  If the target is a creature, it must succeed on 
  a DC 20 Strength saving throw or be pushed 
  up to 10 feet away from the dragon turtle and 
  knocked prone.
  Share Thoughts. The Emerald Dragon can project 
  its thoughts and feelings on to a person, 
  this creates a link between the two. A DC 
  15 constitution saving throw can be made 
  to block this link and afterwards a DC 20 
  constitution check can be made to break 
  the link, during this time all thoughts and 
  feelings are shared between the two.
  The word dragon not only denotes a 
  species of creatures, but has an ancient 
  weight, a meaning. It represents 
  something great and powerful, 
  something to be feared, but most of all 
  to be respected. It is not surprising the 
  subjects of this entry have many names 
  with one commonality: the word dragon. 
  They swam in the oceans of the earth 
  when it was still young; before folk much 
  smaller than them came into being, 
  before thoughts were given a voice and 
  immortals were called gods. They are as 
  eternal as the waters of the earth. In my 
  elven tongue they are known as ear‘loki, 
  or sea dragons, but for the sake of the 
  many readers who many peruse this book 
  I shall keep to their name in the common 
  tongue: dragon turtles.
    
  
  31.
  TREASURESHELL DRAGON TURTLE
  CHALLENGE 17 (18,000 XP)
  Gargantuan Dragon, Neutral 
  Armor Class 21 Natural Armor
  Hit Points 341 (22d10 + 110)
  Speed 20 ft., swim 50 ft. 
  STR 25 (+5) 
  DEX 10 (+0) 
  CON 20 (+5) 
  INT 10 (+0) 
  WIS 12 (+1) 
  CHA 12 (+1)
  Damage Resistances Piercing and slashing damage 
  due to their hard shell. If you can get to their 
  softer body between the shell plates it counts as 
  full damage.
  Senses darkvision 120 ft.  Passive Perception: 11
  Languages Aquan, Draconic
  ABILITIES
  Amphibious. The emerald dragon turtle can 
  breathe air and water.
  ACTIONS
  Multiattack. The emerald dragon turtle makes 
  three attacks: one with its bite and two with its 
  claws. It can make one tail attack in place of its 
  two claw attacks.
  Bite. Melee weapon attack. +12 to hit, reach 15 ft., one 
  target. Hit: 3d12+7 piercing damage.
  Claw. Melee weapon attack. +12 to hit, reach 10 ft., 
  one target. Hit: 2d8+7 slashing damage.
  Tail. Melee weapon attack. +12 to hit, reach 15 ft., one 
  target. Hit: 3d12 + 7 bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 20 
  Strength saving throw or be pushed up to 10 
  feet away from the dragon turtle and knocked 
  prone.
  Throw Gold. The Treasureshell can peel off gold 
  from its shell and throw it, either as a ranged 
  attack for  1d4 blunt damage or as a distraction. 
    
  
  32.
  SWAMP SNAPPER DRAGON TURTLE 
  CHALLENGE 17 (18,000 XP)
  Gargantuan Dragon, Neutral 
  Armor Class 20 Natural Armor
  Hit Points 330 (22d20 + 110)
  Speed 20 ft., swim 50 ft. 
  STR 25 (+7) 
  DEX 10 (+0) 
  CON 20 (+5) 
  INT 10 (+0) 
  WIS 12 (+1) 
  CHA 9 (-1)
  Damage Resistances Piercing and slashing damage 
  due to their hard shell. If you can get to their 
  softer body between the shell plates it counts as 
  full damage.
  Senses darkvision 120 ft.  Passive Perception: 11
  Languages Aquan, Common,Draconic
  ABILITIES
  Amphibious. The swamp snapper dragon turtle can 
  breathe air and water.
  ACTIONS
  Multiattack. The swamp snapper makes three 
  attacks: one with its bite and two with its claws. 
  It can make one tail attack in place of its two 
  claw attacks.
  Bite. Melee weapon attack. +12 to hit, reach 15 ft., one 
  target. Hit: 3d12+7 piercing damage.
  Claw. Melee weapon attack. +12 to hit, reach 10 ft., one 
  target. Hit: 2d8+7 slashing damage.
  Tail. Melee weapon attack. +12 to hit, reach 15 ft., one 
  target. Hit: 3d12+7 bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 20 
  Strength saving throw or be pushed up to 10 
  feet away from the dragon turtle and knocked 
  prone.
  Steam Breath. The swamp snapper exhales scalding 
  steam in a 60-foot cone from the decaying plant 
  matter inside themselves that releases methane 
  which then combusts forming the steam. 
  Each creature in that area must make a DC 18 
  Constitution saving throw, taking 52 (15d6) 
  fire damage on a failed save, or half as much 
  damage on a successful one. Being underwater 
  doesn't grant resistance against this damage.
    
  
  33.
  DESERT DRAGON TURTLE 
  CHALLENGE 17 (18,000 XP)
  Gargantuan Dragon, Neutral 
  Armor Class: 20 Natural Armor
  Hit Points: 350 (22d10 + 110)
  Speed: 30 ft. 
  STR 26 (+6) 
  DEX 9 (-1) 
  CON 25 (+7) 
  INT 12 (+1) 
  WIS 12 (+1) 
  CHA 10 (+0)
  Damage Resistances Piercing and slashing 
  damage due to their hard shell. If you can get 
  to their softer body between the shell plates it 
  counts as full damage.
  Senses darkvision 120 ft.  Passive Perception: 11
  Languages Draconic, Terran
  ACTIONS
  Multiattack. The dragon turtle makes three 
  attacks: one with its bite and two with its 
  claws. It can make one tail attack in place of 
  its two claw attacks.
  Bite. Melee weapon attack. +13 to hit, reach 15 ft., 
  one target. Hit: 3d12+7 piercing damage.
  Claw. Melee weapon attack. +13 to hit, reach 15 ft., 
  one target. Hit: 3d12+7 piercing damage.
  Tail. Melee weapon attack. +13 to hit, reach 15 ft., 
  one target. Hit: (3d12+7 bludgeoning damage. 
  If the target is a creature, it must succeed on 
  a DC 20 Strength saving throw or be pushed 
  up to 10 feet away from the dragon turtle and 
  knocked prone.
  Earthquake. As a full-round action, the Desert 
  Dragon Turtle can leap into the air and crash 
  to the ground, shaking the earth with its 
  bulk; all creatures standing on the ground 
  within 30 feet must make a DC 22 save or be 
  knocked prone.
  Summon Storm. This spell functions like call 
  lightning, except that each bolt deals 5d6 
  points of electricity damage, and you may 
  call a maximum of 15 bolts.
    
  
  34.
  Faerie Dragons
   MONARCH FAERIE DRAGON  
  CHALLENGE 2 (450 XP)
  Tiny dragon, lawful neutral
  Armor Class 15
  Hit Points 31 (7d4 + 14)
  Speed 30 ft., movement 00 ft. 
  STR 5 (-3) 
  DEX 20 (+5) 
  CON 14 (+2) 
  INT 12 (+1) 
  WIS 14 (+2) 
  CHA 17 (+3)
  Skills Arcana +3, History +3, Perception +4, 
  Stealth +7
  Senses darkvision 240 ft., passive Perception 16
  Languages Common, Draconic, Sylvan, telepathy 
  60 ft
  ABILITIES
  Magic Resistance. The dragon has advantage 
  on saving throws against spells and other 
  magical effects.
  Superior Visibility. As a bonus action, the 
  dragon can magically activate a mantle 
  of royalty for five minutes. Creatures that 
  can see the dragon must make a DC 13 
  Intelligence saving throw. On a failed save, 
  the target cannot look away from the dragon 
  and is functionally blinded to all other 
  things.
  Innate Spellcasting. The dragon’s innate 
  spellcasting ability is Charisma (spell save DC 
  13). It can innately cast a number of spells, 
  requiring no material components.
    
   
  1/day each: legend lore
    
   
  2/day: command, suggestion
  ACTIONS
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 1 piercing damage. 
  Regal Breath (Recharge 5-6). The dragon 
  exhales a cloud of golden gas at one creature 
  within 5 feet of it. The target must succeed 
  on a DC 13 Charisma saving throw. On a 
  failed save, the target is charmed. The target 
  can attempt a new saving throw at the end 
  of each of its turns to end the charmed 
  condition.
  Adventurers often associate the fey 
  with sprites, nymphs, dryads, and the 
  like. Strange creatures who, though in 
  appearance seem almost humanoid, have 
  customs and cultures far unlike our own. 
  But the presence of fey goes far beyond 
  shy nymphs in woodland ponds. Faerie 
  dragon courts are scattered throughout 
  the world, spreading their mischief 
  in towns and countrysides, or leading 
  travelers off well-beaten paths into 
  magical secrets and dark shadows from 
  which they might never emerge.
    
  
  35.
  STRAY SOD FAERIE DRAGON
  CHALLENGE 2 (450 XP)
  Tiny dragon, Chaotic Good
  Armor Class 14
  Hit Points 27 (6d4+12)
  Speed 10 ft., fly 50 ft. 
  STR 5 (-3) 
  DEX 18 (+4) 
  CON 14 (+2) 
  INT 14 (+2) 
  WIS 12 (+1) 
  CHA 16 (+3)
  Skills Nature +6, Perception +5, Stealth +8
  Senses darkvision 60 ft., passive Perception 11
  Languages Draconic, Sylvan
  ABILITIES
  False Appearance. While the dragon remains 
  motionless, it is indistinguishable from a 
  normal patch of turf.
  Get Lost. If a creature with Intelligence of 4 or more 
  step on the dragon, they become disoriented 
  for the next 24 hours. All Wisdom (Perception) 
  and Wisdom (Survival) checks are made with 
  disadvantage for the duration.
  Limited Telepathy. Using telepathy, the dragon 
  can magically communicate with any other 
  faerie dragon within 60 feet of it.
  Magic Resistance. The dragon has advantage on 
  saving throws against spells and other magical 
  effects.
  Ozopore Stink. Creatures within 5 feet of the 
  dragon have disadvantage on all ability checks.
  Innate Spellcasting. The dragon’s innate 
  spellcasting ability is Charisma (spell save DC 
  13). It can innately cast a number of spells, 
  requiring no material components. As the 
  seasons change, the dragon and the spells it can 
  cast change with them. It can cast the spells as 
  shown below. 
   All Seasons 1/day each: dancing lights, mage hand, 
  minor illusion
   Winter 1/day: snowball swarm
   Spring 1/day: zephyr strike
   Summer 1/day: pyrotechnics
   Autumn 1/day: fog cloud
  ACTIONS
  Bite. Melee weapon attack, +6 to hit, reach 5 ft., one 
  creature. Hit: 1 (1d4-1) piercing damage.
  Wanderer’s Breath (Recharge 5-6). The dragon 
  exhales a puff of wanderer’s gas at one creature 
  within 5 ft. of it. The target must succeed on a 
  DC 12 Intelligence saving throw or be forcefully 
  teleported to a location chosen by the dragon 
  within 500 ft.
    
  
  36.
  SWALLOWTAIL SKINK  
  FAERIE DRAGON
  CHALLENGE 1 (200 XP)
  Tiny dragon, Neutral Evil
  Armor Class 14
  Hit Points 14 (4d4+4)
  Speed 10 ft., fly 40 ft. 
  STR 2 (-4) 
  DEX 19 (+4) 
  CON 12 (+1) 
  INT 13 (+1) 
  WIS 11 (+0) 
  CHA 15 (+2)
  Skills Arcana +3, Perception +2, Stealth +8
  Senses darkvision 60 ft., passive Perception 16
  Languages Draconic, Sylvan
  ABILITIES
  Limited Telepathy. Using telepathy, the dragon can 
  magically communicate with any other faerie 
  dragon within 60 feet of it.
  Magic Resistance. The dragon has advantage on 
  saving throws against spells and other magical 
  effects.
  Ozopore Stink. Creatures within 5 feet of the 
  dragon have disadvantage on all ability checks.
  Innate Spellcasting. The dragon’s innate 
  spellcasting ability is Charisma (spell save DC 
  12). It can innately cast a number of spells, 
  requiring no material components.
   1/day each: dancing lights, mage hand,  
  minor illusion
   2/day: hex
  ACTIONS
  Bite. Melee weapon attack, +6 to hit, reach 5 ft., one 
  creature. Hit: 1 piercing damage.
  Blinding Breath (Recharge 5-6). The dragon 
  exhales a puff of blinding gas at one creature 
  within 5 feet of it. The target must succeed on a 
  DC 10 Charisma saving throw. On a failed save, 
  the target is blinded. The target can spend an 
  action to wipe the sooty mucous from its eyes.
    
  
  37.
  WILL-O-WISP FAERIE DRAGON 
  CHALLENGE 5 (1,800 XP)
  Tiny dragon, Chaotic Evil
  Armor Class 16
  Hit Points 14 (4d4+4)
  Speed 10 ft., fly 40 ft. 
  STR 6 (-2) 
  DEX 22 (+6) 
  CON 12 (+1) 
  INT 15 (+2) 
  WIS 14 (+2) 
  CHA 18 (+4)
  Skills Arcana +5, Perception +4, Stealth +10
  Senses darkvision 240 ft., passive Perception 16
  Languages Draconic, Sylvan
  ABILITIES
  Limited Telepathy. Using telepathy, the dragon can 
  magically communicate with any other faerie 
  dragon within 60 feet of it.
  Magic Resistance. The dragon has advantage on 
  saving throws against spells and other magical 
  effects.
  Superior Invisibility. As a bonus action, the 
  dragon can magically turn invisible until its 
  concentration ends (as if concentrating on 
  a spell). Any equipment the dragon wears or 
  carries is invisible with it.
  Variable Illumination. The dragon sheds bright 
  light in a 5 to 20 foot radius and dim light for an 
  additional number of feet equal to the chosen 
  radius. The dragon can alter the radius without 
  using an action.
  Innate Spellcasting. The dragon’s innate 
  spellcasting ability is Charisma (spell save DC 
  15). It can innately cast a number of spells, 
  requiring no material components.
   1/day each: dancing lights, hypnotic pattern,  
  mage hand
   2/day: control flames, suggestion
  ACTIONS
  Attack. Melee weapon attack,  +6 to hit, reach 5 ft., 
  one creature. Hit: 1 piercing damage and 7 (2d6) 
  poison damage.
    
  
  38.
  Griffins
  COMMON GRIFFIN
  CHALLENGE 3 (700 XP)
  Large monstrosity, Lawful Neutral
  Armor Class 13 (natural armor)
  Hit Points 70 (10d10+20)
  Speed 50 ft., fly 60 ft.
  STR 18 (+4) 
  DEX 14 (+2) 
  CON 14 (+2) 
  INT 8 (-1) 
  WIS 12 (+1) 
  CHA 10 (+0)
  Senses Darkvision 60 ft., Passive Perception 13
  Languages Understands Common but can't speak
  ABILITIES
  Keen Sight. The common griffin has advantage 
  on Wisdom (Perception) checks that rely on 
  sight.
  Judgment's Keen Talon. With a fierce cry the 
  griffin accuses a target with a specific 
  dishonorable act. If their accusation is true 
  the griffin gains the advantage on their next 
  attack against the target. This ability may be 
  used 1x per combat.
    
  What qualifies as dishonorable is up the DM 
  discretion, but generally actions involving 
  theft, loss of innocent life, and cruelty count.
  ACTIONS
  Multiattack. The griffin 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 (1d8+4) piercing damage.
  Claws. Melee weapon attack:+6 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6+4) slashing damage.
  Griffins are honorable and majestic 
  creatures, with the forelimbs, wings, 
  and head of a bird, and the body of a cat. 
  Unlike manticores, their closest relatives, 
  they are respected by humans and even 
  capable of cooperating with them at 
  times. Griffins are quite intelligent with 
  a strict sense of justice, and will not 
  hesitate to attack anyone who violates 
  their principles.
    
  
  39.
  LESSER GRIFFIN
  CHALLENGE 1/8 (25 XP)
  Tiny monstrosity, Lawful Neutral
  Armor Class 13 (natural armor)
  Hit Points 6 (2d4+2)
  Speed 20 ft., fly 60 ft.
  STR 6 (-2) 
  DEX 16 (+3) 
  CON 12 (+1) 
  INT 8 (-1) 
  WIS 12 (+1) 
  CHA 10 (+0)
  Skills Perception +4, Stealth +4
  Senses Darkvision 60 ft., Passive Perception 13
  Languages Understands Common but can't speak
  ABILITIES
  Keen Sight. The lesser griffin has advantage on 
  Wisdom (Perception) checks that rely on 
  sight.
  Camouflage. So long as the lesser griffin remains 
  still it has advantage on Dexterity (Stealth) 
  checks.
  ACTIONS
  Beak. Melee weapon attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4+2) piercing damage.
  Claws. Melee weapon attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4+2) slashing damage.
  LESSER GRIFFON SWARM 
   
  CHALLENGE 1 (200 XP)
  Huge swarm of Tiny monstrosities, lawful neutral
  Armor Class 14 (natural armor)
  Hit Points 37 (5d10 + 10)
  Speed 20 ft., fly 60 ft.
  STR 12 (+1) 
  DEX 16 (+3) 
  CON 14 (+2) 
  INT 8 (-2) 
  WIS 12 (+1) 
  CHA 10 (+0)
  Damage Resistances bludgeoning, piercing, 
  slashing
  Condition Immunities charmed, frightened, 
  paralyzed, petrified, prone, restrained, 
  stunned
  Skills Perception +3, Stealth +5
  Senses darkvision 60 ft., passive Perception 13
  Languages Understands Common but can’t speak
  ABILITIES
  Camouflage. So long as the swarm remains 
  still, it has advantage on Dexterity (Stealth) 
  checks.
  Keen Sight. The swarm has advantage on Wisdom 
  (Perception) checks that rely on sight.
  Swarm. The swarm can occupy another creature’s 
  space and vice versa, and the swarm can 
  move through any opening large enough 
  for a Medium pygmy bulette. The swarm 
  can’t regain hit points or gain temporary hit 
  points.
  ACTIONS
  Bites and Claws. Melee Weapon Attack: +7 to hit, 
  reach 0 ft., all creatures in the swarm’s space. 
  Hit: 11 (4d4 + 1) piercing damage, or 6 (2d4 + 1) 
  piercing damage if the swarm has half of its 
  hit points or fewer.
    
  
  40.
  SNOW GRIFFIN
  CHALLENGE 3 (700 XP)
  Large monstrosity, Lawful Neutral
  Armor Class 15
  Hit Points 91 (13d10+26)
  Speed 50 ft., fly 80 ft.
  STR 20 (+5) 
  DEX 14 (+2) 
  CON 14 (+2) 
  INT 8 (-1) 
  WIS 14 (+2) 
  CHA 10 (+0)
  Skills Perception +8
  Damage Resistances Cold
  Senses Darkvision 60 ft., Passive Perception 13
  Languages Understands Common but can't speak
  ABILITIES
  Keen Sight. The snow griffin has advantage on 
  Wisdom (Perception) checks that rely on 
  sight.
  Bonus Crusher. The snow griffin’s beak is 
  immensely powerful.  On a critical hit using 
  its beak attack or multiattack, the griffin 
  rolls and extra 2d8 damage to determine how 
  much damage the critical does.
  ACTIONS
  Multiattack. The snow griffin makes two attacks: 
  one with its beak and one with its claws.
  Beak. Melee weapon attack: +7 to hit, reach 5 ft., 
  one target. Hit: 14 (2d8+5) piercing damage.
  Claws. Melee weapon attack: +7 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6+5) slashing damage.
  RIMEWING 
    (UNIQUE GRIFFIN)
  CHALLENGE 5 (1,800 XP)
  Large monstrosity, lawful evil
  Armor Class 12
  Hit Points 88 (11d10 + 33)
  Speed 40 ft., fly 100 ft.
  STR 22 (+6) 
  DEX 14 (+2) 
  CON 16 (+3) 
  INT 12 (+1) 
  WIS 13 (+1) 
  CHA 14 (+2)
  Skills Intimidation +8, Perception +4, Stealth +5
  Damage Resistances cold, fire
  Senses passive Perception 14
  Languages Understands Common but can’t speak
  ABILITIES
  Crushing Critical. Rimewing deals an extra 11 
  (2d10) bludgeoning damage on a critical hit.
  Frigid Aura. The area within 15 feet of Rimewing 
  is supernatural cold and counts as difficult 
  terrain for all other creatures.
  Keen Sight. Rimewing has advantage on Wisdom 
  (Perception) checks that rely on sight.
  ACTIONS
  Multiattack. Rimewing makes one bite and one 
  claw attack.
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 12 (1d12 + 6) piercing damage 
  and 10 (3d6) cold damage.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 13 (2d6 + 6) slashing damage.
    
  
  41.
  TIGER GRIFFIN
  CHALLENGE 10 (5,900 XP)
  Huge monstrosity, Lawful Neutral
  Armor Class 18
  Hit Points 170 (10d10 + 20)
  Speed 50 ft., fly 50 ft.
  STR 22 (+6) 
  DEX 10 (+0) 
  CON 18 (+4) 
  INT 8 (-1) 
  WIS 14 (+1) 
  CHA 10 (+0)
  Skills Perception +10
  Senses Darkvision 120 ft., Passive Perception 18
  Languages Understands Common but can't speak
  ABILITIES
  Keen Sight. The tiger griffin has advantage on 
  Wisdom (Perception) checks that rely on 
  sight.
  Knock Down. A creature successfully hit by one 
  of the tiger griffin’s attacks must make a 
  DC 16 Dexterity saving throw or be knocked 
  prone.
  Flyby. The tiger griffin doesn’t provoke 
  opportunity attacks when it flies out of an 
  enemy’s reach.
  ACTIONS
  Multiattack. The tiger griffin makes three 
  attacks: one with its beak and two with its 
  claws.
  Beak. Melee weapon attack: +10 to hit, reach 5 ft., 
  one target. Hit: 17 (2d6+6) piercing damage.
  Claws. Melee weapon attack: +10 to hit, reach 5 ft., 
  one target. Hit: 15 (2d8+6) slashing damage.
  KHAN  
    (UNIQUE GRIFFIN) 
  CHALLENGE 6 (2,300 XP)
  Huge monstrosity, lawful neutral
  Armor Class 15 (natural armor)
  Hit Points 112 (15d12 + 15)
  Speed 40 ft., fly 100 ft.. 
  STR 15 (+2) 
  DEX 14 (+2) 
  CON 12 (+1) 
  INT 14 (+2) 
  WIS 15 (+2) 
  CHA 16 (+3)
  Skills Intimidation +9, Medicine +5, Perception 
  +5, Persuasion +9
  Senses passive Perception 15
  Languages Common
  ABILITIES
  Blind. Khan is always afflicted by the blinded 
  condition.
  Royal Decree. Khan’s allies that can hear him 
  that make an attack roll of saving throw can 
  roll a d4 and add the number rolled to the 
  attack roll or saving throw.
  Keen Hearing. Khan has advantage on Wisdom 
  (Perception) checks that rely on hearing.
  ACTIONS
  Command. All creatures that are not hostile to 
  Khan can make a weapon attack.
  REACTIONS
  Loyalty. When Khan would take damage from a 
  spell or attack, an allied creature within 40 
  feet can move up to its speed and intercede. 
  The creature takes the damage and effects 
  instead of Khan.
    
  
  42.
  Harpies
  EGYPTIAN HARPY 
  CHALLENGE 1 (200 XP)
  Medium Monstrosity, Chaotic Neutural
  Armor Class 11
  Hit Points 38 (7d8 + 7)
  Speed 20 ft., fly 50 ft.
  STR 12 (+1) 
  DEX 15 (+2) 
  CON 12 (+1) 
  INT 12 (+1) 
  WIS 10 (+0) 
  CHA 10 (+0)
  Senses Passive perception 10
  Languages Harpy
  ABILITIES
  Minic voice. Egyptian vulture harpies can 
  perfectly mimic familiar sounds, voices, and 
  accents, to confuse lost travelers and lead 
  them into an ambush.
  Egyptian vulture harpy’s song. All harpies can 
  produce a hauntingly beautiful mixture of 
  human singing and birdsong, which can 
  enchant a person listening to it. Though 
  Egyptian vulture harpies tend to use this the 
  least and prefer to use tactics and cunning 
  to capture their prey. The person must make 
  a dc 12 wisdom saving throw, If it fails it is 
  charmed until the spell ends or until it’s hurt. 
  The charmed creature regards the harpy as a 
  friendly acquaintance.
  Pack tactics. They have advantage on attack rolls 
  against a creature if at least one of their allies 
  is within 5 feet of the creature and the ally 
  isn’t incapacitated.
  ACTIONS
  Talon. melee weapon attack, +4 to hit, reach., one 
  creature. Hit: 2 (2d4) slashing damage.
  The harpy was long thought to be one of 
  the most understood magical creatures in 
  the material plane. Recent observations 
  by myself and other scholars in the last 
  several decades have revealed more 
  accurate information, discrediting 
  long-held beliefs preached by travelers 
  and villagers alike. It should be noted, 
  however, that no discredited rumors 
  have made the harpy less dangerous than 
  before, and the fearless adventurer is still 
  advised to take extreme caution when 
  encountering these melodic — but deadly 
  — creatures.
    
  
  43.
  PIXIE HARPY 
  CHALLENGE 1 (200 XP)
  Tiny monstrosity, chaotic neutural
  Armor Class 9
  Hit Points 15 (1d8 + 7)
  Speed 10 ft., fly 40 ft.
  STR 7 (-2) 
  DEX 18 (+4) 
  CON 11 (+1) 
  INT 16 (+3) 
  WIS 15 (+2) 
  CHA 14 (+2)
  Senses Passive perception 10
  Languages Harpy, Sylvan
  ABILITIES
  Group up: The pixie harpy can call out to others 
  to form a large swarm, which will boost their 
  singing ability. Which increases the DC save  
  to 15. 
  ACTIONS
  Talon. melee weapon attack, +4 to hit, reach., one 
  creature. Hit: 1 (1d4) slashing damage.
  Pixie harpy song: All harpies can produce a 
  hauntingly beautiful mixture of human 
  singing and birdsong, but unlike their 
  cousins, pixie harpies songs create a type of 
  magical buzz that give the person a headache 
  instead of charming them due to their size. 
  The person must make a DC 10 wisdom saving 
  throw or be confused/dazed.
  PIXIE HARPY MAGUS
  CHALLENGE 3 (700 XP)
  Tiny dragon, neutral evil
  Armor Class 14
  Hit Points 28 (8d4 + 4)
  Speed 10 ft., fly 40 ft.
  STR 8 (-1) 
  DEX 19 (+4) 
  CON 12 (+1) 
  INT 17 (+3) 
  WIS 16 (+3) 
  CHA 15 (+2)
  Skills Arcana +3, Perception +2, Religion + Stealth 
  +8
  Senses darkvision 60 ft., passive Perception 16
  Languages Harpy, Sylvan
  ABILITIES
  Magic Resistance. The harpy has advantage 
  on saving throws against spells and other 
  magical effects.
  Innate Spellcasting. The dragon’s innate 
  spellcasting ability is Charisma (spell save  
  DC 12). It can innately cast a number of 
  spells, requiring no material components.
    
  1/day each: blur
  ACTIONS
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 6 (1d4 + 4) piercing damage.
  Pixie Harpy Song. The harpy produces a 
  haunting song. Creatures within 60 ft. 
  that can hear the song must make a DC 13 
  Charisma saving throw or suffer from the 
  effects of the confusion spell on their next 
  turn.
    
  
  44.
  ELYSIUM HARPY 
  CHALLENGE 1 (200 XP)
  Medium Monstrosity, Chaotic Neutural
  Armor Class 11
  Hit Points 38 (7d8+7)
  Speed 20 ft., fly 40 ft.
  STR 12 (+1) 
  DEX 15 (+2) 
  CON 12 (+1) 
  INT 7 (-2) 
  WIS 10 (+0) 
  CHA 13 (+1)
  Senses Passive perception 10
  Languages Harpy
  ABILITIES
  Elysium harpy’s song. They produce a 
  hauntingly beautiful mixture of human 
  singing and birdsong, which can enchant a 
  person listening to it. The Elysium harpy’s 
  song is one of the most powerful and hardest 
  to resist, the person must make a dc 20 
  wisdom saving throw, If it fails it is charmed 
  until the spell ends or until it’s hurt. The 
  charmed creature regards the harpy as a 
  friendly acquaintance.
  ACTIONS
  Talon. melee weapon attack, +4 to hit, reach., one 
  creature. Hit: 3 (2d4+1) slashing damage.
    
  
  45.
  PHOENIX HARPY 
  CHALLENGE 1 (200 XP)
  Size creature, Alignment
  Armor Class 11 (Natural Armor)
  Hit Points 38 (7d8+7)
  Speed 20 ft., fly 50 ft.
  STR 12 (+1) 
  DEX 15 (+2) 
  CON 12 (+1) 
  INT 12 (+1) 
  WIS 10 (+0) 
  CHA 10 (+0)
  Senses Passive perception 10
  Languages Harpy, Primordial
  ABILITIES
  Phoenix harpy song. The Phoenix harpy’s song is 
  mixed with fire magic, the warmness of their 
  song instead of charming a person can put 
  them into a deep sleep, unless a 15 DC wisdom 
  saving throw is made.  
  ACTIONS
  Talon. melee weapon attack, +4 to hit, reach 5ft., 
  one creature. Hit: 3 (2d4+1) slashing damage.
  Burning Wings. something attack, +4 to hit, reach 
  5ft., all enemy creatures surrounding the 
  phoenix harpy. Hit: 4 (2d8) fire damage.
    
  
  46.
  Hippocampi
  KELPIE HIPPOCAMPUS
  CHALLENGE 1/4 (50 XP)
  Medium beast, Unaligned
  Armor Class 10
  Hit Points 13 (2d10 + 2)
  Speed 0 ft., swim 60 ft. 
  STR 16 (+3) 
  DEX 10 (+0) 
  CON 12 (+1) 
  INT 2 (-4) 
  WIS 11 (+0) 
  CHA 7 (-2)
  Skills Athletics +5
  Senses darkvision 60 ft., passive Perception 10
  Languages understands Common
  ABILITIES
  Water Breathing. The hippocampus can breathe 
  only underwater.
  ACTIONS
  Slam. Melee weapon attack, +5 to hit, reach 5 ft., 
  one creature. Hit: 8 (2d4+3) bludgeoning 
  damage. 
  Once the villains of children’s 
  nightmares, the hippocampus now 
  features in bardic tales of heroic ocean 
  quests. Fishermen of the southern seas 
  popularized the name “hippocampus” 
  centuries ago, combining the words 
  for “sea monster” and “horse.” An 
  understandable mistake, given the 
  creature’s eerily similar yet dissimilar 
  appearance to the horse. My own research 
  and observations, compiled after a 
  year amongst the sea-elf fishing tribes 
  south of the Pocaenan wildlands and the 
  Tide-dancer merfolk, however, revealed 
  attributes more reminiscent of whales 
  and dolphins.
    
  
  47.
  ANGLER HIPPOCAMPUS 
  CHALLENGE 1 (200 XP)
  Medium beast, Unaligned
  Armor Class 9
  Hit Points 26 (4d8 + 8)
  Speed 0 ft., swim 60 ft. 
  STR 16 (+3) 
  DEX 8 (-1) 
  CON 15 (+2) 
  INT 3 (-4) 
  WIS 12 (+1) 
  CHA 15 (+2)
  Skills Athletics +5
  Senses darkvision 60 ft., passive Perception 11
  Languages -
  ABILITIES
  Deep Acclimation. The hippocampus can survive 
  at extreme aquatic depths.
  Depth Lure. The hippocampus deals 11 (2d10) 
  additional damage against charmed 
  creatures.
  Water Breathing. The hippocampus can breathe 
  only underwater
  ACTIONS
  Bite. Melee weapon attack, +5 to hit, reach 5 ft., one 
  creature. Hit: 6 (1d6+3) piercing damage.
  Lure. The hippocampus targets a creature that 
  can see its light within 60 feet. The target 
  makes a DC 14 Intelligence saving throw. On 
  a failed save, the creature is charmed and 
  moves towards the hippocampus on its turn. 
  At the end of each of the creature’s turn it can 
  reattempt its saving throw to end this effect.
  COLOSSAL   
  ANGLER HIPPOCAMPUS 
  CHALLENGE 6 (2,300 XP)
  Gargantuan monstrosity, unaligned
  Armor Class 10 (natural armor)
  Hit Points 181 (11d20 + 66)
  Speed 0 ft., swim 25 ft. 
  STR 25 (+7) 
  DEX 4 (-3) 
  CON 22 (+6) 
  INT 3 (-4) 
  WIS 13 (+1) 
  CHA 16 (+3)
  Skills Athletics +10, Perception +4
  Senses darkvision 240 ft., passive Perception 14
  Languages -
  ABILITIES
  Deep Acclimation. The hippocampus can survive 
  at extreme aquatic depths.
  Water Breathing. The hippocampus can breathe 
  only underwater.
  ACTIONS
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 33 (4d12 + 7) piercing damage.
  Lure. The hippocampus targets a creature that 
  can see its light within 60 feet. The target 
  makes a DC 15 Intelligence saving throw. On 
  a failed save, the creature is charmed and 
  moves towards the hippocampus on its turn. 
  At the end of each of the creature’s turns, it 
  can attempt a new saving throw to end this 
  effect. 
  Swallow. The hippocampus makes one bite attack 
  against a Large or smaller creature that is 
  charmed by it. If the attack hits, that creature 
  takes the bite’s damage and is swallowed, and 
  the charmed effect ends. While swallowed, 
  the creature is blinded and restrained, it has 
  total cover against attacks and other effects 
  outside the hippocampus, and it takes 17 
  (5d6) acid damage at the start of each of the 
  hippcampus’ turns.
    
  If the hippocampus takes 25 damage or more 
  on a single turn from a creature inside it, 
  the hippocampus 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 hippocampus. If the hippocampus dies, a 
  swallowed creature is no longer restrained by 
  it and can escape the corpse using 20 feet of 
  movement, exiting prone.
    
  
  48.
  SAILFISH HIPPOCAMPUS
  CHALLENGE 4 (1,100 XP)
  Huge beast, Unaligned
  Armor Class 13
  Hit Points 76 (9d12+18)
  Speed 0 ft., swim 40 ft. 
  STR 16 (+3) 
  DEX 16 (+3) 
  CON 15 (+2) 
  INT 4 (+3) 
  WIS 11 (+0) 
  CHA 9 (-1)
  Skills Acrobatics +5, Athletics +5
  Senses passive Perception 10
  Languages understands Common
  ABILITIES
  Charge. If the hippocampus 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 11 (2d10) piercing damage.
  Water Breathing. The hippocampus can breathe 
  only underwater
  ACTIONS
  Gore. Melee weapon attack, +5 to hit, reach 5 
  ft., one creature. Hit: 12 (2d8+3) piercing 
  damage.
  SCALED LANCER 
  CHALLENGE 5 (1,800 XP)
  Large monstrosity, chaotic good
  Armor Class 14
  Hit Points 90 (12d10 + 24)
  Speed 0 ft., swim 50 ft. 
  STR 18 (+4) 
  DEX 18 (+4) 
  CON 14 (+2) 
  INT 6 (-2) 
  WIS 12 (+1) 
  CHA 10 (+0)
  Skills Acrobatics +7, Athletics +7, Perception +4
  Senses passive Perception 14
  Languages understands Common
  ABILITIES
  Brave. The Lancer has advantage on saving 
  throws against being frightened.
  Lancer’s Charge. If the Lancer 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 14 (4d6) piercing 
  damage.
  Nimble Swimmer. Opportunity attacks targeting 
  the Lancer are made with disadvantage. 
  Water Breathing. The Lancer can breathe only 
  underwater.
  ACTIONS
  Gore. Melee weapon attack, +6 to hit, reach 5 
  ft., one creature. Hit: 14 (3d6 + 4) piercing 
  damage.
    
  
  49.
  LIONFISH HIPPOCAMPUS
  CHALLENGE 2 (450 XP)
  Large beast, Unaligned
  Armor Class 9 
  Hit Points 26 (4d8+8)
  Speed 0 ft., swim 40 ft. 
  STR 15 (+2) 
  DEX 13 (+1) 
  CON 16 (+3) 
  INT 2 (-4) 
  WIS 10 (+0) 
  CHA 16 (+3)
  Skills Athletics +4
  Condition Immunities poisoned
  Senses passive Perception 10
  Languages -
  ABILITIES
  Back Spines. The hippocampus cannot be ridden 
  as a mount except by creatures that are 
  immune to poison damage and the poisoned 
  condition.
  Coral Camouflage. The hippocampus has 
  advantage on Dexterity (Stealth) checks 
  made in coral reefs.
  Water Breathing. The hippocampus can breathe 
  only underwater
  ACTIONS
  Spine. Melee weapon attack, +4 to hit, reach 5 ft., 
  one creature. Hit: 4 (1d4+2) piercing damage 
  and 10 (2d6+3).
  COLOSSAL  
  LIONFISH HIPPOCAMPUS
  CHALLENGE 3 (700 XP)
  Huge monstrosity, unaligned
  Armor Class 10 (natural armor) 
  Hit Points 37 (5d10 + 10)
  Speed 0 ft., swim 40 ft. 
  STR 15 (+2) 
  DEX 13 (+1) 
  CON 16 (+3) 
  INT 2 (-4) 
  WIS 10 (+0) 
  CHA 16 (+3)
  Skills Athletics +4
  Condition Immunities poisoned
  Senses passive Perception 10
  Languages -
  ABILITIES
  Back Spines. Creatures that attempt to ride the 
  hippocampus suffer 5 (1d10) poison damage 
  each round they are mounted on it.
  Coral Camouflage. The hippocampus has 
  advantage on Dexterity (Stealth) checks 
  made in coral reefs.
  Water Breathing. The hippocampus can breathe 
  only underwater.
  ACTIONS
  Multiattack. The hippocampus makes one attack 
  with its hooves and one with its spines.
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 13 (2d8 + 4) bludgeoning 
  damage.
  Spine. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) piercing damage 
  and 14 (2d8 + 5) poison damage.
    
  
  50.
  Hippogriffs
  COMMON HIPPOGRIFF 
  CHALLENGE 2 (450 XP)
  Large monstrosity, unaligned
  Armor Class 10 (natural armor)
  Hit Points 37 (5d10 + 10)
  Speed 40 ft., climb 25 ft., fly 20 ft.
  STR 18 (+4) 
  DEX 8 (-1) 
  CON 14 (+2) 
  INT 10 (+0) 
  WIS 13 (+1) 
  CHA 7 (-2)
  Skills Athletics +6, Perception +3
  Senses passive Perception 13
  Condition Immunities frightened 
  Languages - -
  ABILITIES
  Keen Sight. The hippogriff has advantage on 
  Wisdom (Perception) checks that rely on 
  sight.
  ACTIONS
  Multiattack. The hippogriff 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: 9 (1d10 + 4) piercing damage.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) slashing damage.
  An offshoot of the griffin, believed by 
  some to be the spawn of a griffin and 
  horse, hippogriffs soar across the sky 
  above the Shield Mountains. Many have 
  been domesticated for use as steeds.
    
  
  51.
  HOATIZIN HIPPOGRIFF
  CHALLENGE 2 (450 XP)
  Large monstrosity, unaligned
  Armor Class 10 (natural armor)
  Hit Points 37 (5d10 + 10)
  Speed 40 ft., climb 25 ft., fly 20 ft.
  STR 18 (+4) 
  DEX 8 (-1) 
  CON 14 (+2)
  INT 3 (-4) 
  WIS 13 (+1) 
  CHA 7 (-2)
  Skills Athletics +6, Perception +3
  Senses passive Perception 13
  Condition Immunities frightened 
  Languages - -
  ABILITIES
  Keen Sight. The hippogriff has advantage on 
  Wisdom (Perception) checks that rely on sight.
  Stench. Any creature other than a hoatizin 
  hippogriff that starts its turn within 10 feet 
  of the hippogriff 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 hoatizin hippogriff for 1 
  hour.
  ACTIONS
  Multiattack. The hippogriff 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: 9 (1d10 + 4) piercing damage.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage.
    
  
  52.
  PEREGRINE HIPPOGRIFF
  CHALLENGE 2 (450 XP)
  Medium monstrosity, unaligned
  Armor Class 15 (natural armor)
  Hit Points 33 (6d8 + 6)
  Speed 40 ft., fly 80 ft.
  STR 16 (+3) 
  DEX 18 (+4) 
  CON 13 (+1)
  INT 3 (-4) 
  WIS 14 (+2) 
  CHA 10 (+0)
  Skills Athletics +5, Perception +3
  Senses truesight 30 ft., passive Perception 13
  Languages -
  ABILITIES
  Between Worlds. The hippogriff’s attacks can 
  target creatures on the Material Plane and the 
  Etheral Plane.
  Dive Bomb. If the hippogriff moves at least 20 feet 
  before using the claws action, it has advantage 
  on the attack roll and deals an extra 7 (2d6) 
  piercing damage with the attack.
  Keen Sight. The hippogriff has advantage on 
  Wisdom (Perception) checks that rely on sight.
  Mountain Born. The hippogriff is acclimated 
  to high altitude, including elevations above 
  20,000 feet. It is also naturally adapted to cold 
  climates.
  ACTIONS
  Multiattack. The hippogriff 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: 10 (1d12 + 4) piercing damage.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 9 (1d10 + 4) slashing damage and the 
  target is grappled (escape DC 13). The hippogriff 
  can only grapple one target at a time.
    
  
  53.
  COCKATOO HIPPOGRIFF
  CHALLENGE 2 (450 XP)
  Large monstrosity, unaligned
  Armor Class 13 (natural armor)
  Hit Points 45 (6d10 + 12)
  Speed 30 ft., fly 40 ft.
  STR 16 (+3) 
  DEX 15 (+2) 
  CON 14 (+2)
  INT 6 (-2) 
  WIS 14 (+2) 
  CHA 14 (+2)
  Skills Deception +6, Perception +4
  Senses passive Perception 14
  Languages understands Common but speaks only 
  through the use of its Mimicry trait
  ABILITIES
  Death Attuned. Creatures within 30 feet of the 
  hippogriff have disadvantage on death saving 
  throws.
  Keen Sight. The hippogriff has advantage on 
  Wisdom (Perception) checks that rely on sight.
  Mimicry. The hippogriff can mimic any sounds it 
  has heard, including voices. A creature that 
  hears the sounds can tell they are imitations 
  with a successful DC 14 Wisdom (Insight) check.
  ACTIONS
  Multiattack. The hippogriff makes two attacks: one 
  with its beak and one with its claws.
  Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (1d10 + 3) bludgeoning damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) piercing damage.
    
  
  54.
  Hydras
  HOODED HYDRA
  CHALLENGE 8 (3,900 XP)
  Huge monstrosity, Unaligned
  Armor Class 16 (natural armor)
  Hit Points 172 (15d12 + 75)
  Speed 30 ft., swim 30 ft.
  STR 20 (+5) 
  DEX 14 (+2) 
  CON 20 (+5) 
  INT 2 (-4) 
  WIS 10 (+0) 
  CHA 7 (-2)
  Skills Perception +6
  Senses darkvision 60ft ., passive Perception 16
  Languages --
  Challenge 8 (3 ,900 XP)
  ABILITIES
  Multiple Heads. The hooded hydra has five heads. 
  While it has more than one head, the hooded 
  hydra has advantage on saving throws against 
  being blinded, charmed, deafened, frightened, 
  stunned, and knocked unconscious. Whenever 
  the hooded hydra takes 25 or more damage in a 
  single turn, one of its heads dies. If all its heads 
  die, the hooded 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 hooded hydra 
  regains 10 hit points for each head regrown in 
  this way.
  Reactive Heads. For each head the hooded hydra has 
  beyond one, it gets an extra reaction that can be 
  used only for opportunity attacks.
  Wakeful. While the hooded hydra sleeps, at least one 
  of its heads is awake.
  Caustic Breath. Any creature coming within 
  10ft of the hooded Hydra must make a DC 13 
  Constitution check or takes 4 (1d6) poison 
  damage each turn they remain in range. On a 
  success they take no damage and are immune to 
  the effect for 24 hours.
  ACTIONS
  Multiattack. The hooded hydra makes as many bite 
  attacks as it has heads.
  Bite. Melee weapon attack, +8 to hit, reach 10 ft., one 
  creature. Hit: 10 (1d10+5) piercing damage and 4 
  (1d6) acid damage.
  Toxi Spit (recharge 6). The hooded Hydra launches 
  a ball of caustic venom at a target within 100 ft.  
  Ranged attack, +5 to hit, one target. Hit: 11 
  (2d10) acid and 11 (2d10) poison damage, and 
  the acid remains on the target until they spend 
  an action to remove it, taking 5 (1d8) acid 
  damage each turn. The target must also make a 
  DC 13 Constitution save or is poisoned, which 
  lasts 1d4 weeks. A save can be repeated each day 
  to end the effect, or it can be removed with a 
  Lesser Restoration spell.
  Living in the highest places in the world 
  is the peregrine hippogriff. These delicate 
  and cunning creatures live in castle 
  towers, high mountaintops, and giant 
  trees if they can find them. Unlike their 
  common cousins, peregrine hippogriffs 
  live in mated pairs, building their nests 
  together high above anything else. Young 
  peregrine hippogriffs learn to fly quickly, 
  as a sudden fall could easily lead to their 
  death. Several castles with high-enough 
  towers boast a peregrine hippogriff pair. 
  It has become popular enough that some 
  nobles build high towers with these 
  hippogriffs in mind.
    
  
  55.
  JUNGLE HYDRA
  CHALLENGE 8 (3,900 XP)
  Huge monstrosity, Unaligned
  Armor Class 17 (natural armor)
  Hit Points 171 (18d10 + 72)
  Speed 20 ft., climb 50 ft.
  STR 14 (+2) 
  DEX 20 (+5) 
  CON 18 (+4) 
  INT 2 (-4) 
  WIS 10 (+0) 
  CHA 7 (-2)
  Saving Throws Dex +8
  Skills Perception +6, Stealth +8
  Senses darkvision 60ft ., passive Perception 16
  Languages --
  Challenge 8 (3 ,900 XP)
  ABILITIES
  Multiple Heads. The jungle hydra has three heads. 
  While it has more than one head, the jungle 
  hydra has advantage on saving throws against 
  being blinded, charmed, deafened, frightened, 
  stunned, and knocked unconscious. Whenever 
  the jungle hydra takes 35 or more damage in a 
  single turn, one of its heads dies. If all its heads 
  die, the jungle 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 jungle hydra 
  regains 10 hit points for each head regrown in 
  this way.
  Reactive Heads. For each head the jungle hydra has 
  beyond one, it gets an extra reaction that can 
  be used only for opportunity attacks.
  Wakeful. While the jungle hydra sleeps, at least one 
  of its heads is awake.
  ACTIONS
  Multiattack. The jungle hydra makes as many bite 
  attacks as it has heads and one tail attack.
  Bite. Melee weapon attack, +8 to hit, reach 10 ft, one 
  creature. Hit: 10 (1d10+5) piercing damage and 4 
  (1d6) poison damage.
  Tail. Melee Weapon Attack. +8 to hit, reach 15 ft., one 
  creature. Hit: 12 (2d6+5) bludgeoning damage, 
  and the target is grappled (escape DC 15). Until 
  this grapple ends, the target is restrained. If 
  the tail has a target grappled it can slam the 
  grappled creature into the ground as an attack, 
  dealing 6 (1d10) bludgeoning damage.
  Poison Spit (recharge 5, 6). The jungle Hydra spits 
  a ball of poison at a target within 60 ft. All 
  creatures within a 10 ft radius of the target must 
  make a DC 15 Dexterity save or take 17 (3d10) 
  poison damage, reduced to half on a successful 
  save.
  Distressed Mewing (recharge 5, 6).The jungle 
  hydra makes a loud sound that mimics a young 
  creature in danger. All creatures within 50 ft. 
  that can hear the sound must make a DC 15 
  Wisdom save or take 9 (2d8) psychic damage and 
  spend their next turn moving towards the jungle 
  hydra and are considered charmed until the end 
  of their next turn. 
    
  
  56.
  EEL HYDRA
  CHALLENGE 14 (11,500 XP)
  Huge monstrosity, Unaligned
  Armor Class 16 (natural armor)
  Hit Points 310 (20d20 + 100)
  Speed 20ft., swim 50 ft.
  STR 26 (+8) 
  DEX 14 (+2) 
  CON 20 (+5) 
  INT 8 (-1) 
  WIS 14 (+2) 
  CHA 7 (-2)
  Saving Throws Str +13, Dex +7, Con +10
  Skills Stealth +8
  Damage Resistances cold
  Damage Immunities bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Condition Immunities blinded, frightened, 
  paralyzed, prone
  Senses darkvision 90 ft., blindsense 40 ft.,  
  passive perception 16
  Languages --
  ABILITIES
  Multiple Heads. The eel hydra has seven heads. 
  While it has more than one head, the eel hydra 
  has advantage on saving throws against being 
  charmed, deafened, stunned, and knocked 
  unconscious. Whenever the eel hydra takes 
  50 or more damage in a single turn, one of its 
  heads dies. If all its heads die, the eel 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 eel hydra regains 10 hit points for each 
  head regrown in this way.
  Reactive Heads. For each head the eel hydra has 
  beyond one, it gets an extra reaction that can be 
  used only for opportunity attacks.
  Wakeful. While the eel hydra sleeps, at least one of 
  its heads is awake.
  Siege Monster. The eel hydra deals double damage 
  to objects and structures.
  Amphibious. The eel hydra can breathe air and 
  water.
  ACTIONS
  Multiattack. The eel hydra makes as many bite 
  attacks as it has heads.
  Bite. Melee weapon attack, +13 to hit, reach 15 ft., one 
  creature. Hit: 19 (2d10 + 8) piercing damage. 
  Ink Cloud (recharge 5, 6). The eel Hydra releases a 
  blast of toxic ink in a 20 ft cube within 15ft of 
  it. The area is considered filled with magical 
  darkness for 3 rounds. All creatures starting, 
  ending, or passing through the area must 
  make a DC 15 Constitution save or take 28 (6d8) 
  poison damage, reduced to half on a successful 
  save.
    
  
  57.
  STORM HYDRA
  CHALLENGE 20 (25,900 XP)
  Huge monstrosity, Unaligned
  Armor Class 18 (natural armor)
  Hit Points 385 (22d20 + 154)
  Speed 20ft., fly 50ft.
  STR 28 (+9) 
  DEX 16 (+3) 
  CON 24 (+7) 
  INT 12 (+1) 
  WIS 14 (+2) 
  CHA 9 (-1)
  Saving Throws Str +15, Con + 13, Wis +8
  Skills Perception +8
  Damage Resistances thunder
  Condition Immunities frightened, paralyzed, 
  prone
  Senses darkvision 90ft., passive perception 18
  Languages --
  Challenge 20 (25 ,900 XP)
  ABILITIES
  Multiple Heads. The storm hydra has three heads. 
  While it has more than one head, the storm 
  hydra has advantage on saving throws against 
  being blinded, charmed, deafened, stunned, 
  and knocked unconscious. Whenever the storm 
  hydra takes 80 or more damage in a single turn, 
  one of its heads dies. If all its heads die, the 
  storm 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 storm hydra regains 15 
  hit points for each head regrown in this way.
  Reactive Heads. For each head the storm hydra has 
  beyond one, it gets an extra reaction that can be 
  used only for opportunity attacks.
  Wakeful. While the storm hydra sleeps, at least one 
  of its heads is awake.
  Legendary Resistance (3/day). If the storm hydra 
  fails a saving throw, it can choose to succeed 
  instead.
  Magical Creature. The storm hydra is a magical 
  creature and as such its attacks are considered 
  magical for resistance purposes.
  ACTIONS
  Multiattack.  The storm hydra makes as many bite 
  attacks as it has heads and one tail attac
  Bite. Melee Weapon Attack. +15 to hit, reach 10ft., one 
  target.
   Hit: 23 (3d8 + 9) piercing damage and 5 (1d8) 
  lightning damage. 
  Tail. Melee Weapon Attack: +15 to hit, reach 15 ft,. 
  One target.
   Hit: 20 (3d6+9) bludgeoning damage.
  Lightning Gout (recharge 5,6). The storm hydra 
  releases a blast of intense lightning from each 
  of its heads. Each blast is a line 10ft wide and 
  50 ft long, causing any creature in the line 
  to make a DC 20 Dexterity save or take 33 
  (10d6) lightning damage, reduced to half on a 
  successful save.
  Startic Discharge. As a reaction to being hit with 
  a melee attack, the storm hydra can release 
  built up electric energy in its body. All creatures 
  within 10ft of the storm hydra must make a DC 
  20 Constitution save or take 6 (1d10) lightning 
  damage and are stunned until the end of their 
  next turn.
  LEGENDARY ACTIONS
  The storm hydra 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 storm hydra regains spent legendary 
  actions at the start of its turn .
  Bite Attack. The storm hydra makes a bite attack.
  Tail Attack. The storm hydra makes a tail attack.
  Wing Attack (Costs 2 Actions). The storm hydra 
  beats its wings. Each creature within 15 feet of it 
  must succeed on a DC 20 Dexterity saving throw 
  or take 16 (2d6 + 9) bludgeoning damage and be 
  knocked prone. The storm hydra can then fly up 
  to half its flying Speed.
  Regional Effects
  The region containing a storm hydra's lair is 
  altered by the storm hydra's presence, which 
  creates one or more of the following effects:
  • The mountain and the area within a half mile 
  of the base of it is covered in a constant light 
  rain and sleet mixture, with a cold wind 
  blowing steadily.
  • The land within 2 miles of the base of the 
  mountain is prone to strong storms, often 
  with high winds and lightning which cause 
  some damage and occasional wildfires.
  When the storm hydra dies or moves on, the 
  effects on the region remain for 2d6 weeks.
    
  
  58.
  Lizardfolk
  WETLANDS LIZARDFOLK
  CHALLENGE 1/2 (100 XP)
  Medium humanoid, neutral
  Armor Class 14 (natural armor)
  Hit Points 27 (5d6 + 10)
  Speed 30 ft., swim 30ft. 
  STR 15 (+2) 
  DEX 12 (+1) 
  CON 14 (+2) 
  INT 10 (+0) 
  WIS 12 (+1) 
  CHA 9 (-1)
  Skills Perception +3, Stealth +3, Survival +3
  Senses Passive Perception 13
  Languages Draconic
  ABILITIES
  Hold Breath. The lizardfolk can hold its breath 
  for 30 minutes.
  Truthful Culture. The lizardfolk has advantage 
  on saving throws against being charmed.
  ACTIONS
  Multiattack. The lizardfolk makes two attacks: 
  one with its mace and one with its tail
  Mace. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) bludgeoning 
  damage.
  Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage.
  The lizardfolk are some of the most 
  insular creatures I have observed, 
  which only encourages the many 
  misunderstandings surrounding their 
  tribes. It is said the lizardfolk were once 
  ancient monsters more akin to serpents 
  than lizards, but received the gifts of legs 
  and intelligence from long-forgotten 
  gods. Eventually their tribes spread and 
  evolved with their environments, leading 
  to the four major variations of lizardfolk 
  encountered throughout the material 
  realm today.
    
  
  59.
  AXOLOTLEAN LIZARDFOLK
  CHALLENGE 1 (200 XP)
  Medium humanoid, neutral
  Armor Class 13 (natural armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft., swim 25ft. 
  STR 14 (+2) 
  DEX 12 (+1) 
  CON 12 (+1) 
  INT 8 (-1) 
  WIS 14(+2) 
  CHA 10 (+0)
  Skills Athletics +6, Deception +4, Stealth +5, 
  Survival +6
  Senses Passive Perception 12
  Languages Aquan, Draconic
  ABILITIES
  Amphibious. The lizardfolk can breathe air and 
  water.
  Neotenic. After spending 24 hours above water, 
  the lizardfolk temporarily loses its gills 
  and takes on the appearance of a wetland 
  lizardfolk. After spending at least 1 hour 
  soakin in water, the lizardfolk regains its 
  gills and original form.
  Regeneration. The lizardfolk regains 5 hit points 
  at the start of its turn. If the lizardfolk takes 
  fire or lightning damage, this trait doesn’t 
  function at the start of the lizardfolk’s next 
  turn. The lizardfolk dies only if it starts its 
  turn with 0 hit points and doesn’t regenerate.
  ACTIONS
  Multiattack. The lizardfolk makes two attacks: 
  one with its bite and one with its macuahuitl.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Macuahuitl. Melee Weapon Attack: +4 to hit, reach  
  5 ft., one target. Hit: 6 (1d8 + 2) slashing 
  damage, or 7 (1d10 + 2) slashing damage if 
  wielded in two hands.
  AXOLOTLEAN 
  LIZARDFOLK SHAMAN
  CHALLENGE 4 (700 XP)
  Medium humanoid, neutral
  Armor Class 15 (natural armor)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  STR 16 (+3) 
  DEX 9 (-1) 
  CON 15 (+2)
  INT 12 (+1) 
  WIS 16 (+3) 
  CHA 10 (+0)
  Skills Perception +5, Religion +5, Survival +5
  Senses passive Perception 15
  Languages Common, Draconic
  ABILITIES
  Desert Dweller. The lizardolk is naturally 
  adapted to hot climates.
  Fatal Spittle.  As a bonus action, the lizardfolk 
  coats one of its weapons with venomous 
  saliva. The next attack made with the weapon 
  deals an extra 7 (2d6) poison damage.
  Spellcasting. The shaman is a 4th-level 
  spellcaster. Its spellcasting ability is Wisdom 
  (spell save DC 13, +5 to hit with spell attacks). 
  It has the following spells prepared:
   Cantrips (at will): fire bolt , mending, true strike
   1st level (4 slots): magic missile, sleep, 
  thunderwave
   2nd level (3 slots): magic weapon, shatter
  ACTIONS
  Multiattack. The lizardfolk makes two attacks.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage.
  Throwing Spear. Ranged Weapon Attack: +5 to 
  hit, range 20/80 ft., one target. Hit: 6 (1d6 + 3) 
  piercing damage.
  Greataxe. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 8 (1d10 + 3) slashing 
  damage, or 9 (1d12 + 3) slashing damage if 
  used with two hands.
    
  
  60.
  CHAMELEON LIZARDFOLK
  CHALLENGE 1/2 (100 XP)
  Medium humanoid, neutral
  Armor Class 12
  Hit Points 33 (6d8 +6)
  Speed 30 ft., swim 30ft. 
  STR 10 (+0) 
  DEX 15 (+2) 
  CON 12 (+1) 
  INT 10 (+0) 
  WIS 13 (+1) 
  CHA 11 (+0)
  Skills Perception +3, Stealth +7, Survival +3
  Senses Passive Perception 13
  Languages Common, Draconic
  ABILITIES
  Snipe (2/Day). As a bonus action, the lizardfolk 
  adds 1d10 to its next attack or damage roll 
  with a longbow.
  Innate Spellcasting. The lizardolk’s innate 
  spellcasting ability is Charisma (spell save DC 
  11). It can innately cast a number of spells, 
  requiring no material components.
  1/day each: greater invisibility
  ACTIONS
  Multiattack. The lizardfolk makes two attacks.
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 3 (1d6) piercing damage.
  Longbow. Ranged Weapon Attack: +4 to hit, range 
  150/600 ft., one target. Hit: 6 (1d8 + 2)  
  piercing damage.
  CHAMELEON  
  LIZARDFOLK SHAMAN
  CHALLENGE 1 (200 XP)
  Medium humanoid, neutral
  Armor Class 12
  Hit Points 49 (7d8 + 7)
  Speed 30 ft., climb 30 ft.
  STR 10 (+0) 
  DEX 15 (+2) 
  CON 12 (+1)
  INT 15 (+2) 
  WIS 14 (+2) 
  CHA 11 (+0)
  Skills Arcana +4, Perception +4, Stealth +7, 
  Survival +4
  Senses passive Perception 14
  Languages Common, Draconic
  ABILITIES
  Innate Spellcasting. The lizardolk’s innate 
  spellcasting ability is Charisma (spell save DC 
  11). It can innately cast a number of spells, 
  requiring no material components.
   1/day each: greater invisibility
  Spellcasting. The shaman is a 4th-level 
  spellcaster. Its spellcasting ability is 
  Intelligence (spell save DC 12, +4 to hit with 
  spell attacks). It has the following spells 
  prepared:
    
  Cantrips (at will): acid splash, dancing lights, 
  minor illusion 
   1st level (4 slots): false life, grease, jump
   2nd level (3 slots): acid arrow, enlarge/reduce
  ACTIONS
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 3 (1d6) piercing damage.
    
  
  61.
  KOMODO LIZARDFOLK
  CHALLENGE 3 (450 XP)
  Medium humanoid, neutral
  Armor Class 15 (natural armor)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
  STR 17 (+3) 
  DEX 9 (-1) 
  CON 15 (+2)
  INT 9 (-1) 
  WIS 13 (+1) 
  CHA 9 (-1)
  Skills Perception +3, Survival +3
  Senses passive Perception 13
  Languages Common, Draconic
  ABILITIES
  Desert Dweller. The lizardolk is naturally 
  adapted to hot climates.
  Fatal Spittle.  As a bonus action, the lizardfolk 
  coats one of its weapons with venomous 
  saliva. The next attack made with the weapon 
  deals an extra 7 (2d6) poison damage.
  ACTIONS
  Multiattack. The lizardfolk makes three attacks.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage.
  Throwing Spear. Ranged Weapon Attack: +5 to hit, 
  range 20/80 ft., one target. Hit: 6 (1d6 + 3) 
  piercing damage.
  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.
  KOMODO   
  LIZARDFOLK SHAMAN
  CHALLENGE 4 (700 XP)
  Medium humanoid, neutral
  Armor Class 15 (natural armor)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft. 
  STR 16 (+3) 
  DEX 9 (-1) 
  CON 15 (+2) 
  INT 12 (+1) 
  WIS 16 (+3) 
  CHA 10 (+0)
  Skills Perception +5, Religion +5, Survival +5
  Senses Passive Perception 15
  Languages Common, Draconic
  ABILITIES
  Desert Dweller. The lizardolk is naturally 
  adapted to hot climates.
  Fatal Spittle.  As a bonus action, the lizardfolk 
  coats one of its weapons with venomous 
  saliva. The next attack made with the weapon 
  deals an extra 7 (2d6) poison damage.
  Spellcasting. The shaman is a 4th-level 
  spellcaster. Its spellcasting ability is Wisdom 
  (spell save DC 13, +5 to hit with spell attacks). 
  It has the following spells prepared:
   Cantrips (at will): fire bolt , mending, true strike
   1st level (4 slots): magic missile, sleep, 
  thunderwave
   2nd level (3 slots): magic weapon, shatter
  ACTIONS
  Multiattack. The lizardfolk makes two attacks.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage.
  Throwing Spear. Ranged Weapon Attack: +5 to hit, 
  range 20/80 ft., one target. Hit: 6 (1d6 + 3) 
  piercing damage.
  Greataxe. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 8 (1d10 + 3) slashing 
  damage, or 9 (1d12 + 3) slashing damage if 
  used with two hands.
    
  
  62.
  Manticores
  LION-HEADED MANTICORE
  CHALLENGE 2 (450 XP)
  Large monstrosity, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 59 (7d10 + 21)
  Speed 60 ft., fly 40 ft.
  STR 16 (+3) 
  DEX 15 (+2) 
  CON 17 (+3)
  INT 11 (+0) 
  WIS 14 (+2) 
  CHA 8 (-1)
  Skills Stealth +4
  Senses darkvision 120 ft., passive Perception 11
  Languages Common
  ABILITIES
  Natural Camouflage. The manticore has 
  advantage on Dexterity (Stealth) checks made 
  to hide in deserts and other sandy terrain.
  ACTIONS
  Multiattack. The manticore makes two attacks: 
  one with its bite or claws and one with its 
  sting.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) slashing damage.
  Sting. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 7 (1d8 + 3) piercing 
  damage and the target must make a DC 12 
  Constitution saving throw. On a failed save, 
  the target is poisoned for 1 minute and takes 
  3 (1d6) poison damage at the start of each 
  of its turns. The target can attempt a new 
  saving throw at the end of each of their turns, 
  ending the effect with a successful save.
  Some say they are the result of horrible 
  magical and alchemical experiments that 
  escaped the laboratory to hunt. Some 
  say all of the evil, violent thoughts in the 
  world coalesced one day to form them. 
  Whatever the origin, the manticore is a 
  monstrous beast. It has the body of a large 
  cat and the wings of a bat, with spines 
  down its back which ends in the tail of a 
  scorpion. Its face is monstrous yet also 
  vaguely human, and rests in a contorted 
  expression of rage.
  Manticores seem to have a deep-seated 
  hatred of humans and humanoids. They 
  seek the taste of human flesh, and seem 
  to enjoy the suffering of their victims. 
  One should be very wary when seeking to 
  slay a manticore, for even victory may be 
  pyrrhic when you walk away with their 
  poison in your veins.
    
  
  63.
  DARK MANTICORE
  CHALLENGE 5 (1800 XP)
  Large monstrosity, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 85 (9d10 + 36)
  Speed 40 ft., climb 40 ft., fly 20 ft.
  STR 17 (+3) 
  DEX 17 (+3) 
  CON 18 (+4)
  INT 8 (-1) 
  WIS 14 (+2) 
  CHA 7 (-2)
  Skills Perform +6, Stealth +7
  Senses blindsight 120 ft., darkvision 30 ft., passive 
  Perception 12
  Condition Immunities charmed, frightened
  Languages Common
  ABILITIES
  Bristling Spines. When a creature within 5 feet of 
  the manticore makes a melee attack against it, 
  the creature takes 3 (1d6) piercing damage.
  Dirge. While not in combat, the manticore can 
  choose to sing a haunting dirge that can be 
  heard up to 300 feet away. Creatures that hear 
  the dirge must make a DC 14 Charisma saving 
  throw. On a failed save, whenever the target 
  makes an ability check, attack roll, or saving 
  throw it rolls a d4. The creature subtracts the 
  number rolled from the result of their d20 roll 
  for the next 24 hours. A creature that passes 
  their saving throw is immune to the specific 
  manticore’s dirge for the next week.
  Echolocation. The manticore can’t use its 
  blindsight while deafened.
  Spider Climb. The manticore can climb difficult 
  surfaces, including upside down on ceilings, 
  without needing to make an ability check.
  Tail Quill Regrowth. The manticore has thirty-
  six tail quills. Used quills regrow when the 
  manticore finishes a long rest.
  ACTIONS
  Multiattack. The manticore makes three attacks: 
  one with its bite and two with its tail quill.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (2d4 + 3) piercing damage.
  Tail Quill. Melee Weapon Attack: +6 to hit, range 
  100/200 ft., one target. Hit: 12 (2d8 + 3) piercing 
  damage and a quill is imbedded in the target. 
  A creature that starts its turn with a quill 
  imbedded in them loses 3 (1d6) hit points. As 
  a bonus action, a creature can attempt to pull 
  a quill out with a DC 15 Strength (Athletics) 
  check.
    
  
  64.
  DESERT MANTICORE
  CHALLENGE 2 (450 XP)
  Small monstrosity, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 27 (5d6 + 10)
  Speed 30 ft., burrow 15 ft., fly 30 ft.
  STR 12 (+1) 
  DEX 15 (+2) 
  CON 14 (+2)
  INT 8 (-1) 
  WIS 13 (+1) 
  CHA 8 (-1)
  Skills Stealth +4
  Senses darkvision 60 ft., passive Perception 11
  Languages Common
  ABILITIES
  Natural Camouflage. The manticore has advantage 
  on Dexterity (Stealth) checks made to hide in 
  deserts and other sandy terrain.
  ACTIONS
  Multiattack. The manticore makes two attacks: one 
  with its bite or claws and one with its sting.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 5 (1d8 + 1) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) slashing damage.
  Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage and the 
  target must make a DC 12 Constitution saving 
  throw. On a failed save, the target is poisoned 
  for 1 minute and takes 3 (1d6) poison damage 
  at the start of each of its turns. The target 
  can attempt a new saving throw at the end of 
  each of their turns, ending the effect with a 
  successful save.
    
  
  65.
  FEATHERED MANTICORE
  CHALLENGE 4 (1100 XP)
  Large monstrosity, neutral evil
  Armor Class 16 (natural armor)
  Hit Points 75 (10d10 + 20)
  Speed 60 ft., fly 40 ft.
  STR 15 (+2) 
  DEX 16 (+3) 
  CON 15 (+2)
  INT 7 (-2) 
  WIS 12 (+1) 
  CHA 9 (-1)
  Skills Intimidation +4, Stealth +7
  Senses darkvision 60 ft., passive Perception 11
  Languages Common
  ABILITIES
  Poison Flick (Recharge 5-6). The manticore’s next 
  tail attack has a range of 50/150 ft.
  ACTIONS
  Multiattack. The manticore makes three attacks: 
  one with its bite, one with its claws, and one 
  with its tail.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) piercing damage 
  and 3 (1d6) acid damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 7 (2d4 + 2) slashing damage.
  Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage 
  and 7 (2d6) poison damage. 
    
  
  66.
  Myconids
  AMANITA MUSCARIA 
  MYCONID 
  CHALLENGE 1/2 (100 XP)
  Medium Plant, Unalignment
  Armor Class 12 (natural armor)
  Hit Points 22 (4d8+4)
  Speed 20 ft.
  STR 10 (+0) 
  DEX 10 (+0) 
  CON 12 (+1) 
  INT 10 (+0) 
  WIS 13 (+1) 
  CHA 8 (-1)
  Senses Darkvision 120 ft., Passive Perception 11
  Languages --
  ABILITIES
  Telepathic Fungi. Amanita muscaria myconids 
  cast intertwining filaments to communicate. 
  Any creature within 10 feet of the myconid 
  can communicate telepathically with one 
  another. This affects only creatures with 
  Intelligence of 2 or higher aren’t undead, 
  constructs, or elementals. 
  Panfungal Awareness. Amanita muscaria 
  myconids are a singular organism, even if 
  their colonies are continents apart. Their 
  shared genealogy creates a unique awareness 
  that transcends space and time. If one 
  myconid is aware of something, all within a 
  colony are aware as well. 
  Innate Spellcasting. The myconid’s innate 
  spellcasting ability is Wisdom (Spell save DC 
  11). It can innately cast the following spells, 
  requiring no components:  
  At-Will: Detect Thoughts
  ACTIONS
  Fist. Melee weapon attack, +2 to hit, reach 5 ft., one 
  creature. Hit: 5 (2d4) bludgeoning damage 
  plus 5 (2d4) poison damage 
  Hallucinogenic Spores (3/day). The myconid 
  releases spores within a 10 foot radius from 
  it. These spores can go around corners. 
  Creatures in the area must succeed a DC 
  12 Constitution saving throw or suffer 
  uncontrollable delusions as if affected by 
  the confusion spell for 1 minute. The target 
  can attempt a new saving throw at the end 
  of each of their turns, ending the effect on 
  themself with a success.
  There has never been a more important 
  time to speak about myconid 
  preservation than today. As more species 
  become aware of one another, it becomes 
  increasingly difficult to understand each 
  other. This can be doubly said for the 
  mighty species of myconids who are not 
  animal life, but plant life.
  What makes conservation, or better 
  put, preservation, so difficult with the 
  myconids is the common misconception 
  that because one can sprout from the 
  ground centuries old they are ancient 
  and wise. While these two descriptors 
  may be totally true in reference to their 
  own ways and their own kind, newly 
  sprouted myconids are naive to the ways 
  of our world. We should set realistic 
  expectations for these alien creatures and 
  perhaps learn better how to communicate 
  with them, rather than expecting them to 
  adapt to us.
    
  
  67.
  BEARDED TOOTH MYCONID 
  CHALLENGE 2 (450 XP)
  Small Plant, Unalignment
  Armor Class 14 (natural armor)
  Hit Points 38 (7d6+14)
  Speed 40 ft.
  STR 14 (+2) 
  DEX 12 (+1) 
  CON 14 (+2) 
  INT 8 (-1) 
  WIS 12 (+1) 
  CHA 7 (-2)
  Senses Darkvision 120ft., Passive Perception 11
  Languages Common
  ABILITIES
  Aura of Sickening. The bearded tooth myconid 
  emits a sickening aura. Creatures that enter 
  or start their turn within a 10-foot radius of 
  the myconid must make a DC 12 Constitution 
  saving throw or be poisoned while in the aura 
  and for 1 minute upon leaving the aura. If the 
  saving throw fails by 5 or more, the creature 
  is automatically stunned while in the area of 
  the aura. On a successful saving throw, the 
  creature is immune to the aura of sickening 
  of all bearded tooth myconid for 1 hour.
  Defensive. As a bonus action, the myconid can 
  use the Disengage action.
  Mistrustful. The myconid has advantage on 
  Insight checks. Additionally, it has advantage 
  on saving throws against charm effects.
  Pact Tactics. The myconid has advantage on 
  attack rolls against a creature if at least one 
  of the myconid's allies is within 5 feet of the 
  creature and the ally isn't incapacitated.
  ACTIONS
  Multiattack. The myconid makes two bite 
  attacks.
  Bite. Melee weapon attack, +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d4+2) piercing damage plus 
  5 (2d4) poison damage.
  SCRUFFY SPORELING  
  BEARDED TOOTH MYCONID
  CHALLENGE 1/8 (25 XP)
  Tiny plant, unaligned
  Armor Class 12
  Hit Points 7 (2d4 + 2)
  Speed 30 ft.
  STR 10 (+0) 
  DEX 14 (+2) 
  CON 12 (+1) 
  INT 6 (-2) 
  WIS 11 (+0) 
  CHA 7 (-2)
  Senses darkvision 120 ft., passive Perception 10
  Languages understands Common
  ABILITIES
  Spore Explosion. When the myconid is reduced 
  to 0 hit points or less, it explodes in a 10 foot 
  radius cylinder of spores. Creatures in the 
  cylinder must make a DC 10 Constitution 
  saving throw, becoming poisoned for 1 hour 
  on a failed save.
  ACTIONS
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 1 piercing damage.
    
  
  68.
  MORELL MYCONID 
  CHALLENGE 3 (700 XP)
  Medium Plant, Unalignment
  Armor Class 16 (natural armor)
  Hit Points 65 (10d8+20)
  Speed 30 ft.
  STR 10 (+0) 
  DEX 12 (+1) 
  CON 14 (+2) 
  INT 13 (+1) 
  WIS 16 (+3) 
  CHA 13 (+1)
  Senses Darkvision 120ft., Passive Perception 13
  Languages any three languages
  ABILITIES
  Aura of Tranquility. Morrell mycnoids exude an 
  aura of calmness that extends within a 20-
  foot radius from it. Creatures that enter the 
  area or starts their turn in it must make a 
  DC 14 Charisma saving throw or be affected 
  by the calm emotions spell. Creatures can 
  choose to fail this saving throw. 
  Mediators. Morrell myconids are natural 
  mediators and have advantage on Charisma 
  checks to interact with creatures inside their 
  Aura of Tranquility. 
  Innate Spellcasting. The myconid’s innate 
  spellcasting ability is Wisdom (Spell save DC 
  14). It can innately cast the following spells, 
  requiring no components: 
    
  At-will: find familiar, speak with animals
    
  1/day: conjure woodland beings
  ACTIONS
  Multiattack. The myconid makes three fist 
  attacks.
  Fist. Melee weapon attack, +3 to hit, reach 5 ft., one 
  creature. Hit: 5 (2d4) bludgeoning damage 
  Regenerative Touch. As an action, the morell 
  myconid can touch a creature to restore 
  bodily functions or lost limbs. The target 
  heals 12 (2d8+3) Hit Points The target's 
  severed body parts (fingers, legs, tails, and 
  so on), if any, are restored after 2 minutes. 
  If the severed part is held to the stump, it 
  instantaneously causes the limb to knit to the 
  stump. 
  MORRELL SPORELING
  CHALLENGE 1/8 (25 XP)
  Tiny plant, unaligned
  Armor Class 12
  Hit Points 7 (2d4+2)
  Speed 30 ft., movement 00 ft. 
  STR 8 (-1) 
  DEX 10 (+0) 
  CON 12 (+1) 
  INT 10 (+0) 
  WIS 12 (+1) 
  CHA 12 (+1)
  Senses darkvision 120 ft., passive Perception 10
  Languages understands Common
  ABILITIES
  Protective Aura. Creatures within 30 feet of the 
  sporeling that attempt to harm it must make 
  a DC 12 Charisma saving throw. On a failed 
  save, the creature must choose a new target 
  for the hostile action.
  ACTIONS
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 1 piercing damage.
  Mending Touch. The sporeling touches a creature 
  within 5 feet of it. The target heals 2 hit 
  points.
    
  
  69.
  MOSSY MYCONID 
  CHALLENGE 1 (200 XP)
  Medium Plant, Unalignment
  Armor Class 12 (natural armor)
  Hit Points 39 (6d8+12)
  Speed 20 ft.
  STR 12 (+1) 
  DEX 10 (+0) 
  CON 14 (+2) 
  INT 10 (+0) 
  WIS 13 (+1) 
  CHA 14 (+2)
  Skills Persuasion +5, Survival +4
  Senses Darkvision 120ft., Passive Perception 11
  Languages Common, Sylvan, telepathy 30 ft.
  ABILITIES
  Wanderer. The mossy myconid has advantage on 
  Wisdom (Survival) checks when determining 
  directions or finding a safe location to rest. 
  Trinket Crafter. The mossy myconid can spend 
  8 hours to craft a trinket made from parts of 
  their flesh. A creature in possession of this 
  trinket can cast the scrying spell targeting 
  the myconid. Additionally, the owner gains 
  advantage on Charisma (Persuasion) checks 
  when interacting with other plant creatures.
  ACTIONS
  Fist. Melee weapon attack, +3 to hit, reach 5 ft., one 
  creature. Hit: 6 (2d4+1) bludgeoning damage 
  Awaken Ally (2/day). As an action, the mossy 
  myconid can touch a Huge or smaller non-
  intelligent plant and grant it sentience as if it 
  had cast the awaken spell on it. Huge and Large 
  targets use the stats for awakened tree, Medium 
  and Small targets use the stats for needle blights 
  or vine blights.
  Captivating Tale. As an action, the myconid tells 
  a story that lasts until the end of the turn. 
  Hostile creatures within 30 feet of the myconid 
  must succeed a DC 12 Charisma saving throw 
  or be charmed. Creatures with an Intelligence 
  score of 3 or less are immune to this effect. 
  The spectacle ends early if the myconid is 
  incapacitated, silenced, or it voluntarily end the 
  tale (no action required).
    
  
  70.
  Otyughs
  UNDERCITY OTYUGH
  CHALLENGE 4 (1,100 XP)
  Large aberration, neutral
  Armor Class 10
  Hit Points 105 (11d10 + 50)
  Speed 30 ft.
  STR 16 (+3) 
  DEX 10 (+0) 
  CON 20 (+5)
  INT 6 (-2) 
  WIS 12 (+1) 
  CHA 7 (-2)
  Senses darkvision 120 ft., passive Perception 11
  Languages Otyugh, telepathy 60 ft.
  ABILITES
  Stinky. Creatures that start their turn or move 
  within 30 feet of the otyugh must make a 
  DC 15 Constitution saving throw or become 
  poisoned for 30 minutes.
  ACTIONS
  Multiattack. The otyugh makes three attacks: 
  one with its bite and two with its tentacles.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 12 (2d8 + 3) piercing damage. 
  If the target is a creature, it must succeed on 
  a DC 15 Constitution saving throw against 
  disease or become Poisoned until the 
  disease is cured. Every 24 hours that elapse, 
  the target must repeat the saving throw, 
  reducing its hit point maximum by 5 (1d10) 
  on a failure. The disease is cured on a success. 
  The target dies if the disease reduces its hit 
  point maximum to 0. This reduction to the 
  target's hit point maximum lasts until the 
  disease is cured.
  Tentacle. Melee Weapon Attack: +6 to hit, reach 10 
  ft., one target. Hit: 7 (1d8 + 3) bludgeoning 
  damage plus 4 (1d8) piercing damage. If the 
  target is Medium or smaller, it is Grappled 
  (escape DC 13) and Restrained until the 
  grapple ends. The otyugh has two tentacles, 
  each of which can grapple one target.
  Tentacle Slam. The otyugh slams creatures 
  Grappled by it into each other or a solid 
  surface. Each creature must succeed on a DC 
  14 Constitution saving throw or take 10 (2d6 
  + 3) bludgeoning damage and be Stunned 
  until the end of the otyugh's next turn. On 
  a successful save, the target takes half the 
  bludgeoning damage and isn't Stunned.
  Putrid mounds of walking refuse is often 
  the first thought a person has when 
  thinking of the noble otyugh. What 
  most fail to see in these olfactory-sense-
  assaulting monsters is that they are not 
  monsters at all, but creatures perfectly 
  designed to live as one in their natural 
  environment: garbage.
  A great many creatures in the realms 
  were created by wizards, but the otyugh 
  species is one of the only ones ‘enhanced’ 
  by an alchemist. Many years ago, an 
  alchemist whose name was lost to time 
  needed something to help clean up her 
  experiments. If left alone, they tended 
  to grow claws, teeth, and feet — running 
  off to terrify pesky villagers who would 
  oft speak of raising arms against the 
  alchemist.
    
  
  71.
  SLUDGE SWIMMER
  CHALLENGE 3 (2,300 XP)
  Large aberration, Neutral
  Armor Class 12 Natural Armor
  Hit Points 82 (11d10+22)
  Speed 30 ft., swim 25 ft. 
  STR 17 (+3) 
  DEX 8 (-1) 
  CON 15 (+2) 
  INT 16 (+3) 
  WIS 14 (+2) 
  CHA 9 (-1)
  Saving Throws Con +4, Int +5
  Skills Deception +4, History +5, Perception +4
  Senses passive Perception 14
  Languages Common, Otyugh, telepathy 120 ft.
  ABILITIES
  Amphibious. The sludge swimmer can breathe air 
  and water.
  Inscrutable. The sludge swimmer 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 sludge swimmer’s intentions or 
  sincerity have disadvantage.
  Innate Spellcasting. The sludge swimmer innate 
  spellcasting ability is Intelligence (spell save 
  DC 13). It can innately cast a number of spells, 
  requiring no material components.
   1/day: shield
   2/day: identify
  ACTIONS
  Multiattack. The sludge swimmer makes two 
  attacks: one with its bite and one with its 
  tentacle.
  Bite. Melee Weapon Attack. +5 to hit, reach 5 ft., 
  one target. Hit: 12 (2d8+3) piercing damage. 
  If the target is a creature, it must succeed on 
  a DC 14 Constitution saving throw against 
  disease or become poisoned until the disease is 
  cursed. 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: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8+3) piercing damage 
  plus 3 (1d6) piercing damage. If the target is 
  Medium or smaller, it is grappled (escape DC 
  13) and restrained until the grapple ends. The 
  sludge swimmer has two tentacles, each of 
  which can grapple one target.
  Tentacle Slam. The sludge swimmer slams 
  creatures grappled by it into each other or a 
  solid surface. Each creature must succeed on a 
  DC 13 Strength saving throw or take 10 (2d6+3) 
  bludgeoning damage and be stunned until 
  the end of the sludge swimmer’s next turn. 
  On a successful save, the target takes half the 
  bludgeoning damage and isn’t stunned.
    
  
  72.
  BENTHIC OTYUGH
  CHALLENGE 6 (2300 XP)
  Large aberration, Neutral
  Armor Class 13 natural armor
  Hit Points 157 (15d10+75)
  Speed 30 ft., swim 25 ft. 
  STR 17 (+3) 
  DEX 10 (+0) 
  CON 20 (+5) 
  INT 6 (-2) 
  WIS 13 (+1) 
  CHA 12 (+1)
  Saving Throws Con +8
  Skills Perception +4
  Vulnerabilities fire
  Senses blindsight 20 ft., darkvision 240 ft. passive 
  Perception 14
  Languages Otyugh
  ABILITIES
  Amphibious. The otyugh can breathe air and water.
  Limited Telepathy. The otyugh can magically 
  transmit simple messages and images to any 
  creature within 120 ft. of it that can understand 
  a Language. This form of telepathy doesn’t allow 
  the receiving creature to telepathically respond.
  ACTIONS
  Multiattack. The otyugh makes three attacks: one 
  with its mandible and two with its tentacles.
  Mandible. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 16 (2d12+3) piercing 
  damage and 5 (1d10) slashing damage. If the 
  otyugh moved at least 10 ft. before attacking, 
  it has advantage on the roll. Additionally, a hit 
  creature must make a DC 15 Constitution saving 
  throw or begin to bleed. A bleeding creature 
  takes 5 (1d10) damage at the start of each of 
  its turns. The bleeding can be stopped with a 
  successful DC 13 Wisdom (Medicine) check or 
  any magical healing.
  Tentacle. Melee Weapon Attack: +6 to hit, reach 5 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. Luring Light. The otyugh 
  uses its bioluminescent lure to muddle the 
  thoughts of a single creature that is not blinded 
  within 100 ft. of it. The creature must succeed 
  on a DC 14 Charisma or it must use its next turn 
  to do nothing but walk closer to the otyugh. The 
  creature ignores potential threats in its path to 
  the otyugh.
    
  
  73.
  VINE TRAPPER OTYUGH
  CHALLENGE 6 (2300 XP)
  Large aberration, Neutral
  Armor Class 12 (natural armor)
  Hit Points 112 (15d10+30)
  Speed 30 ft. 
  STR 19 (+4) 
  DEX 14 (+2) 
  CON 14 (+2) 
  INT 2 (-4) 
  WIS 8 (-1) 
  CHA 10 (+0)
  Saving Throws Con +5
  Skills Perception +4
  Vulnerabilities fire
  Senses passive Perception 14
  Languages --
  ABILITIES
  Ambusher. During the first turn, the vine trapper 
  deals additional 11 (2d10) acid damage with its 
  bite attack and an additional 4 (1d8) piercing 
  damage on its tentacle attacks against any 
  creature that hasn’t taken its turn.
  Constrict. At the start of its turn, the vine trapper 
  deals 10 (2d6 + 3) bludgeoning damage to any 
  creature it has grappled with its tentacles.
  False Appearance. While the vine trapper remains 
  motionless, it is indistinguishable from a 
  collection of vines and jungle flowers.
  ACTIONS
  Multiattack. The vine trapper 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: 15 (2d10 + 4) piercing damage. If 
  the target is Medium or smaller, it is grappled 
  (escape DC 13) and restrained until the grapple 
  ends. The vine trapper can only grapple one 
  creature at a time with its mouth. A creature 
  grappled by the vine trapper’s mouth takes 6 
  (1d12) acid damage at the start of its turn.
  Tentacle. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 8 (1d8 + 4) piercing damage 
  plus 5 (1d10) piercing damage. If the target is 
  Medium or smaller, it is grappled (escape DC 15) 
  and restrained until the grapple ends. The vine 
  trapper has two tentacles, each of which can 
  grapple one target.
    
  
  74.
  Owlbears
  GREAT HORNED OWLBEAR
  CHALLENGE 4 (1,100 XP)
  Large monstrosity, Unaligned
  Armor Class 13 (natural armor)
  Hit Points 78 (8d10 + 24)
  Speed 40 ft. 
  STR 20 (+5) 
  DEX 12 (+1) 
  CON 17 (+3) 
  INT 3 (-4) 
  WIS 12 (+1) 
  CHA 7 (-2)
  Saving Throws Text
  Skills Perception +3, Intimidation +3 
  Senses darkvision 60ft., passive Perception 13
  Languages --
  ABILITIES
  Keen Sight and Smell. The great horned owlbear 
  has advantage on Wisdom (Perception) 
  checks that rely on sight or smell.
  Standing Leap.The great horned owlbear's long 
  jump is 20ft and its high jump is up to 10 ft, 
  with or without a running start.
  Pounce. If the great horned owlbear moves at 
  least 20 feet straight toward a creature and 
  then hits it with a claw or beak 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 great horned 
  owlbear can make one beak attack against it 
  as a bonus action.
  ACTIONS
  Multiattack.  The great horned owlbear makes 
  two attacks: one with it's beak and one with 
  its claws.
  Beak. Melee weapon attack, +7 to hit, reach 5 ft, one 
  creature. Hit: 10 (1d10+5) piercing damage
  Claws. Melee weapon attack, +7 to hit, reach 5 ft, 
  one creature. Hit: 14 (2d8+5) slashing damage
  Owlbears are often perceived as a simple 
  species; violent beasts who originated 
  as a botched experiment by a foolhardy 
  wizard. And while I cannot deny the 
  creatures’ violent natures, owlbears are 
  far more complex creatures whose various 
  forms of nonverbal communication allow 
  them to convey a wealth of knowledge 
  between one another. Many incorrectly 
  assume owlbears are birds because 
  of their avian features. However, like 
  the platypus, owlbears are considered 
  mammals, if not with the caveat that they 
  came into creation by way of magical 
  means.
    
  
  75.
  PANDOWL 
  CHALLENGE 2 (450 XP)
  Medium monstrosity, Unaligned
  Armor Class 13 (natural armor)
  Hit Points 39 (6d8 + 12)
  Speed 20 ft.
  STR 18 (+4) 
  DEX 12 (+1) 
  CON 16 (+3) 
  INT 3 (-4) 
  WIS 12 (+1) 
  CHA 7 (-2)
  Skills Perception +3
  Senses darkvision 60ft., passive Perception 13
  Languages --
  ABILITIES
  Downhill Roll. When moving down a hill or other 
  incline, a pandawl can roll down the hill. This 
  increases its base speed by 20 ft while it is 
  moving down the hill.
  Furious Lament. If its partner dies during 
  combat, the pandawl has advantage on 
  attack rolls. In addition, it deals an extra 
  7 (2d6) damage to any target it hits with a 
  melee attack.
  Keen Sight and Smell. The pandawl has 
  advantage on Wisdom (Perception) checks 
  that rely on sight or smell.
  ACTIONS
  Multiattack. The pandawl makes two attacks: 
  one with it's beak and one with its claws.
  Beak. Melee weapon attack, +6 to hit, reach 5 ft, one 
  creature. Hit: 9 (1d10+4) piercing damage
  Claws. Melee weapon attack, +6 to hit, reach 5 ft, 
  one creature. Hit: 13 (2d8+4) slashing damage
  COLOSSAL PANDOWL
  CHALLENGE 7 (2,900 XP)
  Huge monstrosity, unaligned
  Armor Class 14 (natural armor)
  Hit Points 138 (12d12 + 60)
  Speed 25 ft.
  STR 22 (+6) 
  DEX 10 (+0) 
  CON 20 (+5)
  INT 3 (-4) 
  WIS 13 (+1) 
  CHA 8 (-1)
  Skills Athletics +9, Perception +4
  Senses passive Perception 14
  Languages -
  ABILITIES
  Downhill Trample. When moving down a hill or 
  other incline, the pandowl can roll down the 
  hill. This increases its base speed by 20 feet 
  while it is moving down the hill.
  Keen Sight and Smell. The pandowl has 
  advantage on Wisdom (Perception) checks 
  that rely on sight or smell.
  ACTIONS
  Multiattack. The pandowl makes three attacks: 
  one with its beak and two with its claws
  Beak. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 19 (2d12 + 6) bludgeoning 
  damage.
  Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 19 (3d8 + 6) piercing damage.
    
  
  76.
  POWLBEAR 
  CHALLENGE 5 (1,800 XP)
  Medium monstrosity, Unaligned
  Armor Class 15 (natural armor)
  Hit Points 85 (9d10 + 36)
  Speed 50 ft., swim 40ft. 
  STR 20 (+5) 
  DEX 16 (+3) 
  CON 18 (+4) 
  INT 4 (-3) 
  WIS 12 (+1) 
  CHA 7 (-2)
  Skills Perception +4
  Damage Resistances Cold
  Senses darkvision 60ft., passive Perception 14
  Languages --
  ABILITIES
  Aggressive. As a bonus action, the powlbear 
  can move up to its speed towards a hostile 
  creature it can see.
  Keen Sight and Smell. The powlbear has 
  advantage on Wisdom (Perception) checks 
  that rely on sight or smell.
  Standing Leap.The powlbear's long jump is 
  20ft and its high jump is up to 10 ft, with or 
  without a running start.
  Pounce.If the powlbear moves at least 20 feet 
  straight toward a creature and then hits it 
  with a claw or beak attack on the same turn, 
  that target must succeed on a DC 16 Strength 
  saving throw or be knocked prone. If the 
  target is prone, the powlbear can make one 
  beak attack against it as a bonus action.
  Snow and Rock Camouflage. The powlbear 
  has advantage on Dexterity (Stealth) checks 
  made to hide in snowy or rocky terrain.
  ACTIONS
  Multiattack. The powlbear makes two attacks: 
  one with it's beak and one with its claws.
  Beak. Melee weapon attack, +8 to hit, reach 5 ft, one 
  creature. Hit: 10 (1d10+5) piercing damage.
  Claws. Melee weapon attack, +8 to hit, reach 5 ft, 
  one creature. Hit: 14 (2d8+5) slashing damage.
  POWLBEAR CUB
  CHALLENGE 1 (200 XP)
  Small monstrosity, unaligned
  Armor Class 13 (natural armor)
  Hit Points 32 (5d6 + 15)
  Speed 30 ft., swim 20 ft.
  STR 14 (+2) 
  DEX 15 (+2) 
  CON 16 (+3)
  INT 3 (-4) 
  WIS 10 (+0) 
  CHA 12 (+1)
  Skills Athletics +4, Perception +2
  Senses darkvision 60 ft., passive Perception 12
  Languages -
  ABILITIES
  Keen Sight and Smell. The powlbear has 
  advantage on Wisdom (Perception) checks 
  that rely on sight or smell.
  Snow and Rock Comouflage. The powlbear 
  has advantage on Dexterity (Stealth) checks 
  made to hide in snowy or rocky terrain.
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 7 (2d4 + 2) piercing damage.
    
  
  77.
  SUN OWLBEAR
  CHALLENGE 2 (450 XP)
  Medium monstrosity, Unaligned
  Armor Class 13 (natural armor)
  Hit Points 45 (6d8 + 21)
  Speed 40 ft., climb 20ft. 
  STR 18 (+4) 
  DEX 14 (+2) 
  CON 16 (+3) 
  INT 3 (-4) 
  WIS 12 (+1) 
  CHA 7 (-2)
  Skills Perception +3, Survival +3
  Damage Resistances piercing
  Senses darkvision 60ft., passive Perception 13
  Languages --
  ABILITIES
  Keen Sight and Smell. The sun owlbear has 
  advantage on Wisdom (Perception) checks 
  that rely on sight or smell.
  Standing Leap.The sun owlbear's long jump is 
  20ft and its high jump is up to 10 ft, with or 
  without a running start.
  Pack Tactics. The sun owlbear has advantage on 
  an attack roll against a creature if at least one 
  of the sun owlbear's allies is within 5 feet of 
  the creature and the ally isn't incapacitated.
  ACTIONS
  Multiattack.  The sun owlbear makes three 
  attacks: one with its beak, one with its claws, 
  and one with its tongue.
  Beak. Melee weapon attack, +6 to hit, reach 5 ft, one 
  creature. Hit: 9 (1d10+4) piercing damage.
  Claws. Melee weapon attack, +6 to hit, reach 5 ft, 
  one creature. Hit: 13 (2d8+4) slashing damage.
  Tongue. Melee weapon attack, +4 to hit, reach 15 ft, 
  one creature. Hit: 13 (2d8+4) slashing damage.
    
  
  78.
  Pegasi
  TORNADO PEGASUS 
  CHALLENGE 2 (450 XP)
  Large celestial, Chaotic Good
  Armor Class 12 (natural armor)
  Hit Points 59 (7d10 + 21)
  Speed 60 ft., fly 90 ft. 
  STR 18 (+4) 
  DEX 15 (+2) 
  CON 16 (+3) 
  INT 10 (+0) 
  WIS 15 (+2) 
  CHA 13 (+1)
  Senses passive Perception 16
  Languages Common, Celestial
  ABILITIES
  Summon winds. The Tornado pegasus can 
  summon a whirlwind to defend itself, this 
  60 feet of swirling winds moves across the 
  battlefield in a random pattern. Any large or 
  smaller creature that comes in contact with 
  the spell effect must succeed on a dexterity 
  saving throw of 20 or take 3d6 points of 
  damage. A medium or smaller creature that 
  fails its first save must succeed on a second 
  one or be picked up bodily by the whirlwind 
  and held suspended in its powerful winds, 
  taking 1d8 points of damage each round until 
  they can escape.
  ACTIONS
  Stomp. Melee Weapon Attack, +6 to hit, 5ft. reach., 
  one creature. Hit: 10 (2d6 + 4) bludgeoning 
  damage.
  Knock back gust. A line of strong wind 60 feet 
  long and 10 feet wide blasts from the beating 
  wings of the pegasus. Each creature that 
  starts its turn in the line must succeed on 
  a DC 18 strength saving throw or be pushed 
  10 feet away from them. This wind lasts one 
  round.
  Created by magic and inspiring the 
  imagination of all, the pegasus remains 
  one of the most well-known and beloved 
  of the mythical beasts. Were it not for 
  the magic infused in the beasts, their 
  wings could not truly hold them up. 
  Known mostly as some of the most 
  notorious mounts for heroes, pegasi are 
  elusive and difficult to find in the wild. 
  Their impressive powers of wind control 
  and flight means they can live nearly 
  anywhere, making it hard for humanoids 
  to reach them when they do not want to 
  be found.
  Many breeders now live scattered 
  throughout the kingdoms, selling their 
  stock. These pegasi are overbred and 
  because of eugenics, now have multiple 
  health problems and temperament 
  concerns. While there may be one or two 
  decent breeders left, overall these once 
  fashionable beasts have fallen out of 
  favor for more exotic and less ill-behaved 
  mounts.
    
  
  79.
  DUST DEVIL PEGASUS 
  CHALLENGE 2 (450 XP)
  Large celestial, Chaotic Good
  Armor Class 12 (natural armor)
  Hit Points 59 (7d10 + 21)
  Speed 60 ft., fly 90 ft. 
  STR 15 (+2) 
  DEX 18 (+4) 
  CON 16 (+3) 
  INT 10 (+0) 
  WIS 15 (+2) 
  CHA 13 (+1)
  Senses passive Perception 16
  Languages Common, Celestial
  ABILITIES
  Sand storm. The Dust Devil creates a sand storm 
  that covers 20 ft. around itself. This badly 
  reduces visibility and deals 1d3 points of 
  nonlethal damage each round to anyone 
  caught out in the open. Creatures caught 
  out in the open and don’t have anything 
  to protect their faces must make a DC 10 
  constitution saving throw each round to 
  avoid breathing in sand and getting lung 
  sickness.
  Static. Once a sand storm starts up after one 
  round or if they’re entering an already 
  formed storm. Magic and other elemental 
  attacks are nullified due to the electrically 
  charged from sand and air.
  ACTIONS
  Stomp. Melee Weapon Attack, +6 to hit, 5ft. reach., 
  one creature. Hit: 10 (2d6 + 4) bludgeoning 
  damage.
  Knock back gust. A line of strong wind 60 feet 
  long and 10 feet wide blasts from the beating 
  wings of the pegasus. Each creature that 
  starts its turn in the line must succeed on 
  a DC 18 strength saving throw or be pushed 
  10 feet away from them. This wind lasts one 
  round.
  SQUATINA 
    (UNIQUE PEGASI)
  CHALLENGE 4 (1,100 XP)
  Large celestial, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 68 (8d10 + 24)
  Speed 60 ft., fly 90 ft.
  STR 16 (+3) 
  DEX 19 (+4) 
  CON 16 (+3)
  INT 10 (+0) 
  WIS 16 (+3) 
  CHA 14 (+2)
  Skills Athletics +5, Intimidation +4, Perception +5
  Damage Immunities fire; bludgeoning, piercing, 
  and slashing from nonmagical weapons that 
  aren’t silvered
  Condition Immunities charmed, frightened
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Celestial, Infernal
  ABILITIES
  Magic Resistance. Squatina has advantage 
  on saving throws against spells and other 
  magical effects.
  Sand Storm Aura. Squatina is constantly 
  surrounded by a sand storm in a 30 foot 
  radius center on itself. The sandstorm counts 
  as light obscurement and creatures that 
  enter the aura or begin their turn there take 
  9 (2d8) damage. Squatina can suppress and 
  reactivate this aura at will.
  Innate Spellcasting. Squatina’s innate 
  spellcasting ability is Wisdom (spell save 
  DC 12, +5 to hit with spell attacks). It can 
  innately cast a number of spells, requiring no 
  material components.
  1/day each: fog cloud, gust of wind
  2/day each: scorching ray, counterspell
  ACTIONS
  Stomp. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 12 (2d8 + 3) bludgeoning 
  damage and 5 (1d10) necrotic damage.
    
  
  80.
  SNOW SQUALL PEGASUS 
  CHALLENGE 2 (450 XP)
  Large celestial, Chaotic Good
  Armor Class 12 (natural armor)
  Hit Points 59 (7d10 + 21)
  Speed 60 ft., fly 80 ft. 
  STR 16 (+3) 
  DEX 15 (+2) 
  CON 18 (+4) 
  INT 10 (+0) 
  WIS 15 (+2) 
  CHA 13 (+1)
  Damage Resistances cold
  Senses passive Perception 16
  Languages Common, Celestial
  ABILITIES
  Blizzard. The Snow Squall wingbeats cause the 
  snow around them to be whipped up and 
  create a blizzard  dealing 2d6 points of cold 
  damage to every creature in the area and 
  making it hard to see.
  ACTIONS
  Stomp. Melee Weapon Attack, +6 to hit, 5ft. reach., 
  one creature. Hit: 10 (2d6 + 4) bludgeoning 
  damage.
  Bite. Melee Weapon Attack, +2 to hit, 5ft. reach., 
  one creature. Hit: 6 (2d4 + 2) piercing 
  damage.
  Knock back gust. A line of strong wind 60 feet 
  long and 10 feet wide blasts from the beating 
  wings of the pegasus. Each creature that 
  starts its turn in the line must succeed on 
  a DC 18 strength saving throw or be pushed 
  10 feet away from them. This wind lasts one 
  round.
  FROSTSPRINTER 
   (UNIQUE PEGASI)
  CHALLENGE 4 (1,100 XP)
  Large celestial, chaotic good
  Armor Class 13
  Hit Points 76 (8d10 + 32)
  Speed 60 ft., fly 100 ft.
  STR 16 (+3) 
  DEX 16 (+3) 
  CON 19 (+4)
  INT 12 (+1) 
  WIS 16 (+3) 
  CHA 18 (+4)
  Skills Perception +5, Persuasion +6
  Damage Immunities cold, fire
  Senses passive Perception 15
  Languages Common, Celestial
  ABILITIES
  Magic Resistance. Frostsprinter has advantage 
  on saving throws against spells and other 
  magical effects.
  Frigid Aura. The area within 15 feet of 
  Frostsprinter is supernatural cold and counts 
  as difficult terrain for all other creatures.
  Innate Spellcasting. Frostsprinter’s innate 
  spellcasting ability is Charisma (spell save 
  DC 14, +6 to hit with spell attacks). It can 
  innately cast a number of spells, requiring no 
  material components.
  1/day each: gaseous form, ice storm
  2/day each: shield
  ACTIONS
  Stomp. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 12 (2d8 + 3) bludgeoning 
  damage and 5 (1d10) cold damage.
    
  
  81.
  WILDFIRE PEGASUS 
  CHALLENGE 2 (450 XP)
  Large celestial, Chaotic Good
  Armor Class 12 (natural armor)
  Hit Points 59 (7d10+21)
  Speed 50 ft., fly 80 ft. 
  STR 18 (+4) 
  DEX 15 (+2) 
  CON 16 (+3) 
  INT 10 (+0) 
  WIS 15 (+2) 
  CHA 13 (+1)
  Damage Resistances fire
  Senses passive Perception 16
  Languages Common, Celestial
  ABILITIES
  Blazing circle. The ground underneath the 
  wildfire pegasus will catch on fire, leaving 
  a trail of fire in its wake. Walking through 
  these flames creatures will take 1d8 of fire 
  damage, they can make a DC 15 dexterity 
  saving throw to only take half damage.
  Fire bonus attack. While the wildfire pegasus 
  is on fire all attacks do an extra 1d8 of fire 
  damage.
  ACTIONS
  Stomp. Melee Weapon Attack, +6 to hit, 5ft. reach., 
  one creature. Hit: 10 (2d6 + 4) bludgeoning 
  damage.
  Knock back gust. A line of strong wind 60 feet 
  long and 10 feet wide blasts from the beating 
  wings of the pegasus. Each creature that 
  starts its turn in the line must succeed on 
  a DC 18 strength saving throw or be pushed 
  10 feet away from them. This wind lasts one 
  round. This attack will also cause the smoke 
  and ash from the fire on the pegasus wingtips 
  to be blown out and make it hard to see.
  EMBERHOOF                (UNIQUE PEGASI)
  CHALLENGE 4 (1,100 XP)
  Large celestial, lawful neutral
  Armor Class 13
  Hit Points 76 (8d10 + 32)
  Speed 60 ft., fly 100 ft.
  STR 20 (+5) 
  DEX 16 (+3) 
  CON 18 (+4)
  INT 13 (+1) 
  WIS 15 (+2) 
  CHA 14 (+2)
  Skills History +3, Intimidation +4, Perception +4, 
  Persuasion +6
  Damage Immunities cold, fire
  Senses passive Perception 14
  Languages Common, Celestial
  ABILITIES
  Magic Resistance. Emberhoof has advantage 
  on saving throws against spells and other 
  magical effects.
  Scalding Aura. Creatures of Emberhoof’s 
  choosing that willingly come within 30 
  feet of it must make a DC 14 Constitution 
  saving throw or immediately gain a level of 
  exhaustion. Creatures that remain in this 
  aura must make a saving throw each time 
  they start their turn in the aura or willingly 
  enter it.
  Innate Spellcasting. Emberhoof’s innate 
  spellcasting ability is Constitution (spell save 
  DC 14, +6 to hit with spell attacks). It can 
  innately cast a number of spells, requiring no 
  material components.
  1/day each: fireball, fire shield
  2/day each: scorching ray
  ACTIONS
  Stomp. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 14 (2d8 + 5) bludgeoning 
  damage and 5 (1d10) fire damage.
    
  
  82.
  Phase Cats
  PHASE PANTHER
  CHALLENGE 4 (1,100 XP)
  Large monstrosity, unaligned
  Armor Class 13
  Hit Points 60 (8d10 + 16)
  Speed 45 ft.
  STR 18 (+4) 
  DEX 16 (+3) 
  CON 15 (+2)
  INT 7 (-2) 
  WIS 13 (+1) 
  CHA 10 (+0)
  Skills Athletics +6, Perception +3, Stealth +5,  
  Survival +3
  Senses darkvision 60 ft., passive Perception 13
  Languages -
  ABILITIES
  Here and There. The phase panther has 
  advantage on all saving throws.
  Phasing. The phase panther is always under the 
  effects of the blur spell. It is not under its 
  effect while it is incapacitated or while it is 
  grappled or restrained.
  Rend. The phase panther deals 4 (1d8) bonus 
  damage with attacks it has advantage on.
  ACTIONS
  Multiattack. The phase cat makes three attacks: 
  one with its bites, one with its claw, and one 
  with its tendrils.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 9 (1d10 + 4) piercing damage.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 9 (2d4 + 4) slashing damage.
  Tendrils. Melee Weapon Attack: +6 to hit, reach 
  10 ft., one target. Hit: 8 (1d8 + 4) piercing 
  damage and the phase panther has advantage 
  on its next attack roll against the target.
  Although superficially similar to other 
  cat-like beasts, phase cats originate from 
  another plane entirely. An old bardic 
  tale tells of how a litter of young phase 
  cats appeared from nowhere, and how 
  the farmers watched in confusion as the 
  cats appeared to tussle and play, while a 
  nearby herd of sheep was devoured one 
  by one. There are several stories like this, 
  and it is possible that small populations 
  have phased into our plane over many 
  generations. Little is known about the 
  plane from which they originate, except 
  that it was also the former home of blink 
  dogs. Phase cats and blink dogs are 
  natural enemies, and phase cats will roar 
  and whip their tendrilclaws wildly at the 
  sight of a blink dog.
    
  
  83.
  ARCTIC PHASE CAT
  CHALLENGE 7 (2,900 XP)
  Huge monstrosity, unaligned
  Armor Class 15 (natural armor)
  Hit Points 94 (9d12 + 36)
  Speed 40 ft., swim 20 ft.
  STR 20 (+5) 
  DEX 15 (+2) 
  CON 18 (+4)
  INT 7 (-2) 
  WIS 13 (+1) 
  CHA 10 (+0)
  Skills Athletics +8, Perception +4, Stealth +5,  
  Survival +4
  Damage Resistances cold, fire
  Senses darkvision 120 ft., passive Perception 14
  Languages -
  ABILITIES
  Arctic Dweller. The phase cat is naturally 
  adapted to cold climates.
  Here and There. The phase cat has advantage on 
  all saving throws.
  Phasing. The phase cat is always under the 
  effects of the blur spell. It is not under its 
  effect while it is incapacitated or while it is 
  grappled or restrained.
  Rend. The phase cat deals 11 (2d10) bonus damage 
  with attacks it has advantage on.
  ACTIONS
  Multiattack. The phase cat makes three attacks: 
  one with its bites, one with its claw, and one 
  with its tendrils.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 14 (2d8 + 5) piercing damage.
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) slashing damage.
  Tendrils. Melee Weapon Attack: +8 to hit, reach 
  10 ft., one target. Hit: 11 (1d12 + 5) piercing 
  damage and the phase cat has advantage on 
  its next attack roll against the target.
  ICESTALKER         (UNIQUE PHASE CAT)
  CHALLENGE 9 (3,900 XP)
  Small monstrosity, unaligned
  Armor Class 16 (natural armor)
  Hit Points 91 (14d6 + 42)
  Speed 50 ft., swim 30 ft.
  STR 17 (+3) 
  DEX 19 (+4) 
  CON 17 (+3)
  INT 14 (+2) 
  WIS 16 (+3) 
  CHA 12 (+1)
  Skills Athletics +7, Perception +7, Stealth +8,  
  Survival +7
  Damage Resistances cold, fire
  Senses darkvision 120 ft., passive Perception 17
  Languages -
  ABILITIES
  Arctic Dweller. Icestalker is naturally adapted to 
  cold climates.
  Here and There. Icestalker has advantage on all 
  saving throws.
  Jaunt. Icestalker can Dash as a bonus action.
  Phasing. Icestalker is always under the effects of 
  the blur spell. It is not under its effect while 
  it is incapacitated or while it is grappled or 
  restrained.
  ACTIONS
  Multiattack. Icestalker makes four attacks: one 
  with its bites, two with its claw, and one with 
  its tendrils.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 6 (1d4 + 4) piercing damage 
  and 7 (2d6) cold damage.
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 7 (1d6 + 4) slashing damage 
  and 7 (2d6) cold damage.
  Tendrils. Melee Weapon Attack: +8 to hit, reach 
  5 ft., one target. Hit: 7 (1d6 + 4) piercing 
  damage and 9 (2d8) cold damage.
    
  
  84.
  PHASE CHEETAH
  CHALLENGE 5 (1,800 XP)
  Large monstrosity, unaligned
  Armor Class 17
  Hit Points 52 (7d10 + 14)
  Speed 60 ft.
  STR 16 (+3) 
  DEX 24 (+7) 
  CON 14 (+2)
  INT 7 (-2) 
  WIS 12 (+1) 
  CHA 10 (+0)
  Skills Athletics +9, Perception +4, Stealth +10, 
  Survival +4
  Senses darkvision 60 ft., passive Perception 14
  Languages -
  ABILITIES
  Feline Speed. The phase cheetah’s speed 
  increased by +10 ft. when it takes the Dash 
  action.
  Here and There. The phase cheetah has advantage 
  on all saving throws.
  Phasing. The phase cheetah is always under the 
  effects of the blur spell. It is not under its 
  effect while it is incapacitated or while it is 
  grappled or restrained.
  Projected Pounce. The phase cheetah deals 1 
  extra damage for every 5 feet it runs in a line 
  towards its target before it makes an attack.
  Sprint. The phase cheetah can Dash as a bonus 
  action.
  ACTIONS
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 11 (1d8 + 7) piercing damage.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 11 (1d8 + 7) slashing damage.
  Tendrils. Melee Weapon Attack: +6 to hit, reach 
  10 ft., one target. Hit: 10 (1d6 + 7) piercing 
  damage and the phase panther has advantage 
  on its next attack roll against the target.
  THE ARROW         (UNIQUE PHASE CAT)
  CHALLENGE 6 (2,300 XP)
  Large monstrosity, unaligned
  Armor Class 17
  Hit Points 76 (9d10 + 27)
  Speed 60 ft.
  STR 18 (+4) 
  DEX 25 (+7) 
  CON 16 (+3)
  INT 7 (-2) 
  WIS 12 (+1) 
  CHA 10 (+0)
  Skills Athletics +10, Perception +4, Stealth +10, 
  Survival +4
  Senses darkvision 120 ft., passive Perception 14
  Languages -
  ABILITIES
  Feline Speed. The Arrow’s speed increased by +15 
  ft. when it takes the Dash action.
  Here and There. The Arrow has advantage on all 
  saving throws.
  Phasing. The Arrow is always under the effects of 
  the blur spell. It is not under its effect while 
  it is incapacitated or while it is grappled or 
  restrained.
  Projected Pounce. The Arrow deals 2 extra 
  damage for every 5 feet it runs in a line 
  towards its target before it makes a bite or 
  claws attack.
  Sprint. The Arrow can Dash as a bonus action.
  ACTIONS
  Multiattack. The Arrow makes two tendril 
  attacks.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 10 (1d6 + 7) piercing damage.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 11 (1d8 + 7) slashing damage.
  Tendrils. Melee Weapon Attack: +6 to hit, reach 
  10 ft., one target. Hit: 10 (1d6 + 7) piercing 
  damage and the phase panther has advantage 
  on its next attack roll against the target.
    
  
  85.
  PHASE TABBY
  CHALLENGE 1 (200 XP)
  Small monstrosity, unaligned
  Armor Class 14
  Hit Points 22 (4d6 + 8)
  Speed 30 ft.
  STR 14 (+2) 
  DEX 19 (+4) 
  CON 14 (+2)
  INT 8 (-1) 
  WIS 14 (+2) 
  CHA 15 (+2)
  Skills Athletics +6, Perception +3, Stealth +5, 
  Survival +3
  Senses darkvision 60 ft., passive Perception 13
  Languages -
  ABILITIES
  Here and There. The phase tabby has advantage 
  on all saving throws.
  Phasing. The phase tabby is always under the 
  effects of the blur spell. It is not under its 
  effect while it is incapacitated or while it is 
  grappled or restrained.
  ACTIONS
  Multiattack. The phase cat makes two attacks: 
  one with its claw, and one with its tendrils.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) slashing damage.
  Tendrils. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 6 (1d4 + 4) piercing 
  damage and the phase cat has advantage on 
  its next attack roll against the target.
  PHASE TABBY SWARM
  CHALLENGE 2 (450 XP)
  Large swarm of Small monstrosities,  
  unaligned
  Armor Class 14
  Hit Points 44 (8d6 + 16)
  Speed 30 ft.
  STR 17 (+3) 
  DEX 18 (+4) 
  CON 14 (+2)
  INT 8 (-1) 
  WIS 14 (+2) 
  CHA 15 (+2)
  Skills Athletics +6, Perception +3, Stealth +5,  
  Survival +3
  Senses darkvision 60 ft., passive Perception 13
  Languages -
  ABILITIES
  Here and There. The phase tabby swarm has 
  advantage on all saving throws.
  Phasing. The phase tabby swarm is always under 
  the effects of the blur spell. It is not under its 
  effect while it is incapacitated or while it is 
  grappled or restrained.
  Swarm. The swarm can occupy another creature’s 
  space and vice versa, and the swarm can 
  move through any opening large enough for 
  a Small cat. The swarm can’t regain hit points 
  or gain temporary hit points.
  ACTIONS
  Frenzy. Melee Weapon Attack: +7 to hit, reach 0 
  ft., all creatures in the swarm’s space. Hit: 15 
  (2d10 + 4) piercing damage, or 9 (1d10 + 4) 
  piercing damage if the swarm has half of its 
  hit points or fewer.
    
  
  86.
  Rust Monsters
  COMMON RUST MONSTER
  CHALLENGE 1/2 (100 XP)
  Medium monstrosity, Unaligned
  Armor Class 14 (natural armor)
  Hit Points 27 (5d8 + 5)
  Speed 40 ft.
  STR 13 (+1) 
  DEX 12 (+1) 
  CON 12 (+1) 
  INT 6 (-2) 
  WIS 13 (+1) 
  CHA 6 (-2)
  Senses Darkvision 60 ft., Passive Perception 11
  Languages --
  ABILITIES
  Iron Scent. The rust monster can pinpoint, by 
  scent, the location of iron 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. Nonmagical 
  ammunition made of metal that hits the rust 
  monster is destroyed after dealing damage.
  Percussive Communication. The rust monster 
  can communicate with other members of its 
  species by tapping their legs within 30 feet of 
  it. 
  ACTIONS
  Bite. Melee weapon attack: +3 to hit, reach 5 ft, one 
  creature. Hit: 5 (1d8+1) piercing damage.
  Corroding Antennae. The rust monster corrodes 
  a nonmagical 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 
  11 Dexterity saving throw to avoid the rust 
  monster's touch.
    
  If the object touched is either metal weapon 
  or a metal armor being worn or carried, it 
  takes a permanent and cumulative −1 penalty 
  to the AC it offers or damage rolls. If a 
  weapon’s penalty drops to −5, it is destroyed. 
  Armor reduced to an AC of 10 or a shield that 
  drops to a +0 bonus is destroyed.
  Although superficially similar to other 
  cat-like beasts, phase cats originate from 
  another plane entirely. An old bardic 
  tale tells of how a litter of young phase 
  cats appeared from nowhere, and how 
  the farmers watched in confusion as the 
  cats appeared to tussle and play, while a 
  nearby herd of sheep was devoured one 
  by one. There are several stories like this, 
  and it is possible that small populations 
  have phased into our plane over many 
  generations. Little is known about the 
  plane from which they originate, except 
  that it was also the former home of blink 
  dogs. Phase cats and blink dogs are 
  natural enemies, and phase cats will roar 
  and whip their tendrilclaws wildly at the 
  sight of a blink dog.
    
  
  87.
  AQUATIC RUST LICE
  CHALLENGE 1/8 (50 XP)
  Tiny monstrosity, Unaligned
  Armor Class 12 (natural armor)
  Hit Points 10 (3d4 + 3)
  Speed 10ft., swim 40ft.
  STR 10 (+0) 
  DEX 13 (+1) 
  CON 13 (+1) 
  INT 4 (-3) 
  WIS 13 (+1) 
  CHA 4 (-3)
  Senses Darkvision 60 ft., Passive Perception 11
  Languages --
  ABILITIES
  Amphibious. The aquatic rust lice can breathe air 
  and water. 
  Strong Grip. The aquatic rust lice has advantage 
  on Strength (Athletics) checks to grapple an 
  object or creature. 
  Sunlight Sensitivity. While in sunlight, the rust 
  lice has disadvantage on attack rolls, as well 
  as on Wisdom (Perception) checks that rely 
  on sight.
  Wood Sniffer. The aquatic rust lice can pinpoint, 
  by scent, the location of wood within 100 feet 
  of it.
  ACTIONS
  Bite. Melee weapon attack: +2 to hit, reach 5 ft, one 
  creature. Hit: 2 (1d4) piercing damage
  Wood Eater. The rust lice devours a nonmagical 
  wooden or metal object 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 12 Dexterity saving 
  throw to avoid the rust lice. 
  AQUATIC RUST LICE SWARM
  CHALLENGE 1 (200 XP)
  Large swarm of Tiny monstrosities, unaligned
  Armor Class 12 (natural armor)
  Hit Points 37 (5d10 + 10)
  Speed 10 ft., climb 20 ft., swim 40 ft.
  STR 14 (+2) 
  DEX 12 (+1) 
  CON 14 (+2)
  INT 4 (-3) 
  WIS 13 (+1) 
  CHA 4 (-3)
  Senses darkvision 60 ft., passive Perception 14
  Languages understands Common and at least one 
  other language
  ABILITIES
  Amphibious. The swarm can breathe air and 
  water.
  Sunlight Sensitivity. While in sunlight, the 
  swarm has disadvantage on attack rolls, as 
  well as on Wisdom (Perception) checks that 
  rely on sight.
  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 bug. The swarm can’t regain hit points 
  or gain temporary hit points.
  Wood Sniffers. The swarm can pinpoint, by 
  scent, the location of wood within 100 feet of 
  it.
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., all 
  creatures in the swarm’s space. Hit: 12 (4d4 
  + 2) piercing damage, or 6 (2d4 + 1) piercing 
  damage if the swarm has half of its hit points 
  or fewer.
  Devour Wood. The swarm destroys a Medium 
  or smaller nonmagical wooden or metal 
  object in its space. Large objects require 
  two actions to be destroyed, Huge objects 
  require four actions to be destroyed, and 
  Gargantuan objects require twelve actions to 
  be destroyed.
    
  
  88.
  HORNED RUST MONSTER
  CHALLENGE 5 (1,800 XP)
  Large monstrosity, Unaligned
  Armor Class 17 (natural armor)
  Hit Points 102 (12d10+36)
  Speed 50ft.
  STR 22 (+6) 
  DEX 9 (-1) 
  CON 17 (+3) 
  INT 5 (-3) 
  WIS 14 (+1) 
  CHA 4 (-3)
  Senses Darkvision 60 ft., Passive Perception 11
  Languages --
  ABILITIES
  Aggressive. As a bonus action, the rust monster can 
  move up to its speed toward a hostile creature 
  that it can see.
  Ore Scent. The rust monster can pinpoint, by scent, 
  the location of precious metals within 30 feet of 
  it.
  Trampling Charge. If the rust monster moves at 
  least 20 feet straight toward a creature and 
  hits it with a gore attack on the same turn, the 
  target takes an extra 11 (2d10) piercing damage. 
  If the target is a creature, the target must 
  succeed a DC 14 Strength saving throw or be 
  knocked prone.
  ACTIONS
  Gore. Melee weapon attack: +8 to hit, reach 5 ft, one 
  creature. Hit: 18 (3d8+5) piercing damage
  Corroding Antennae The rust monster corrodes a 
  nonmagical metal object it can see within 5 feet 
  of it. If the object isn’t being worn or carried, it 
  destroys a 1-foot cube of it. If the object is worn 
  or carried by a creature, the creature can make 
  a DC 14 Dexterity saving throw to avoid the rust 
  monster’s touch.
    
  If the object touched is either a metal weapon 
  or a metal armor being worn or carried, it takes 
  a permanent and cumulative −1 penalty to the 
  AC it offers or to damage rolls. If a weapon’s 
  penalty drops to −5, it is destroyed. Armor 
  reduced to an AC of 10 or a shield that drops to a 
  +0 bonus is destroyed. 
    
  
  89.
  JEWEL MANTIS
  CHALLENGE 1 (200 XP)
  Medium monstrosity, Unaligned
  Armor Class 14 (natrual armor)
  Hit Points 38 (7d8 + 7)
  Speed 40 ft.
  STR 15 (+2) 
  DEX 12 (+1) 
  CON 12 (+1) 
  INT 6 (-2) 
  WIS 13 (+1) 
  CHA 6 (-2)
  Senses Darkvision 60 ft., Passive Perception 11
  Languages --
  ABILITIES
  Jewelry Scent. The jewel mantis can pinpoint, by 
  scent, the location of gemstones within 30 feet 
  of it. 
  Gemstone Incubator. The corpse of an adult jewel 
  mantis holds a gemstone worth 250 gold pieces. 
  ACTIONS
  Multiattack. The jewel mantis makes two attacks: 
  one with its bite and one with its claws.
  Bite. Melee weapon attack: +4 to hit, reach 5 ft, one 
  creature. Hit: 6 (1d8+2) piercing damage
  Claws. Melee weapon attack: +4 to hit, reach 5 ft, one 
  creature. Hit: 8 (2d6 + 2) piercing damage
  Jewel Eater. The jewel mantis devours jewelry and 
  gemstones 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 12 Dexterity saving throw to avoid the jewel 
  mantis’ touch.
    
  If the jewel mantis has eaten 10-foot cube worth 
  of precious gems, it becomes encumbered. 
  While encumbered, its speed is reduced by half 
  and it cannot perform the Dash action. 
    
  
  90.
  Sphinxes
  DESERT SPHINX
  CHALLENGE 13 (10,000 XP)
  Large Monstrosity, Lawful Neutral
  Armor Class 18
  Hit Points 171 (19d10+76)
  Speed 30 ft., fly 60 ft. 
  STR 18 (+4) 
  DEX 15 (+2) 
  CON 18 (+4) 
  INT 18 (+4) 
  WIS 18 (+4) 
  CHA 18 (+4)
  Skills Arcana +12, History +12, Perception +8,  
  Religion +8
  Damage Resistances Bludgeoning, Piercing, And 
  Slashing From Nonmagical Weapons
  Damage Immunities Fire
  Condition Immunities Charmed, Frightened
  Senses Truesight 120 ft., passive Perception 18
  Languages All
  ABILITIES
  Enigmatic Mind. The sphinx is immune to any 
  effect that can sense its emotions or read its 
  thoughts, and to all Divination spells. Any 
  Wisdom (Insight) skill used against the Sphinx, 
  whether to figure out its motives or otherwise, 
  are at a disadvantage.
  Magic Weapons. The sphinx's weapon attacks are 
  magical.
  Innate Spellcasting. The sphinx is a 10th-level 
  spellcaster. Its spellcasting ability is Wisdom 
  (spell save DC 18, +9 to hit with spell attacks). 
  It requires no material Components to cast its 
  Spells. The sphinx has the following Cleric Spells 
  prepared: 
   Cantrips (at will): Spare the Dying, Sacred Flame, 
  Thaumaturgy, Mending
   1st level (4 slots): Healing Word, Detect Magic, 
  Sanctuary
   2nd level (3 slots): Augury, Locate Object, Hold 
  Person
   3rd level (3 slots): Speak with Dead, Create Food and 
  Water, Revivify
   4th level (3 slots): Death Ward, Divination
   5th level (2 slots): Legend Lore, Geas
  ACTIONS
  Multiattack. The sphinx makes three attacks using 
  its claws.
  Claws. Melee weapon attack: +9 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8+4) slashing damage.
  LEGENDARY ACTIONS
  Can take 3 Legendary Actions, choosing from the 
  options below. Only one legendary action can 
  be used at a time, and only at the end of another 
  creature's turn. Spent legendary actions are 
  regained at the start of each turn.
  Claw Attack. The sphinx makes one claw Attack.
  Maddening Riddle (Costs 2 actions): The sphinx 
  utters a baffling riddle. A creature must make 
  an intelligence saving throw (DC 18), or they 
  act as if under the effects of the Confusion spell 
  cast by the sphinx, however, it doesn’t require 
  concentration to maintain.
  Cast a Spell (Costs 3 Actions): The sphinx casts a 
  spell from its list of prepared Spells, using a 
  spell slot as normal.
  Guarding the most ancient of spaces 
  across the world, the sphinx has become 
  an almost universal symbol of death, 
  destruction, and of course, riddles. These 
  mysterious creatures roam the most aged 
  of places, preventing would-be looters 
  from entering their homes. They say the 
  gods bind them to these places, trapping 
  them until death. There’s no proof there is 
  a mystical binding to the sphinx, except 
  it has been reported that upon being 
  released from their duty, the animals die.
    
  
  91.
  ARCTIC SPHINX
  CHALLENGE 10 (5,900 XP)
  Large Monstrosity, Lawful Neutral
  Armor Class 17
  Hit Points 128 (16d10+48)
  Speed 30 ft., fly 60 ft. 
  STR 18 (+4) 
  DEX 15 (+2) 
  CON 16 (+3) 
  INT 18 (+4) 
  WIS 18 (+4) 
  CHA 18 (+4)
  Skills Arcana +8, History +8, Perception +4, 
  Religion +4
  Vulnerabilities Text
  Damage Resistances Bludgeoning, Cold,  Piercing, 
  And Slashing From Nonmagical Weapons, 
  Condition Immunities Charmed, Frightened
  Senses Truesight 120 ft., passive Perception 14
  Languages All
  ABILITIES
  Enigmatic Mind. The sphinx is immune to any 
  effect that can sense its emotions or read its 
  thoughts, and to all Divination spells. Any 
  Wisdom (Insight) skill used against the Sphinx, 
  whether to figure out its motives or otherwise, 
  are at a disadvantage.
  Magic Weapons. The sphinx's weapon attacks are 
  magical.
  Innate Spellcasting. The sphinx is a 8th-
  level spellcaster. Its spellcasting ability 
  is Intelligence (spell save DC 16, +7 to hit 
  with spell attacks). It requires no material 
  Components to cast its Spells. The sphinx has 
  the following Wizard Spells prepared:
   Cantrips (at will): Ray of Frost, Prestidigitation, 
  Message, Mage Hand
   1st level (4 slots): Identify, Detect Magic, 
  Longstrider
   2nd level (3 slots): Blur, Detect Thoughts, Locate 
  Object
   3rd level (3 slots): Clairvoyance, Glyph of Warding, 
  Hypnotic Pattern
   4th level (3 slots): Arcane Eye, Locate Creature
  ACTIONS
  Multiattack. The sphinx makes two attacks using 
  its claws.
  Claws. Melee weapon attack: +7 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8+4) slashing damage.
  LEGENDARY ACTIONS
  Can take 3 Legendary Actions, choosing from the 
  options below. Only one legendary action can 
  be used at a time, and only at the end of another 
  creature's turn. Spent legendary actions are 
  regained at the start of each turn.
  Claw Attack. The sphinx makes one claw Attack.
  Confounding Riddle: The sphinx utters a baffling 
  riddle. A creature must make an intelligence 
  saving throw (DC 16), or they lose their next 
  turn, as they cannot help but spend it doing 
  nothing but trying to solve the riddle.
  Cast a Spell (Costs 3 Actions): The sphinx casts a 
  spell from its list of prepared Spells, using a 
  spell slot as normal.
    
  
  92.
  QUOLL SPHINX
  CHALLENGE 8 (3,900 XP)
  Large Monstrosity, Lawful Neutral
  Armor Class 16
  Hit Points 112 (14d10+42)
  Speed 30 ft., fly 60 ft. 
  STR 16 (+3) 
  DEX 15 (+2) 
  CON 16 (+3) 
  INT 18 (+4) 
  WIS 18 (+4) 
  CHA 14 (+2)
  Skills Arcana +6, History +6, Perception +3, Religion 
  +6
  Damage Resistances Bludgeoning, Piercing, And 
  Slashing From Nonmagical Weapons
  Condition Immunities Charmed, Frightened
  Senses Truesight 60 ft., passive Perception 13
  Languages Common, Sphinx
  ABILITIES
  Enigmatic Mind. The sphinx is immune to any 
  effect that can sense its emotions or read its 
  thoughts, and to all Divination spells. Any 
  Wisdom (Insight) skill used against the Sphinx, 
  whether to figure out its motives or otherwise, 
  are at a disadvantage.
  Innate Spellcasting. The sphinx is a 6th-level 
  spellcaster. Its spellcasting ability is Wisdom 
  (spell save DC 16, +7 to hit with spell attacks). 
  It requires no material Components to cast its 
  Spells. The sphinx has the following Cleric Spells 
  prepared: 
   Cantrips (at will): Spare the Dying, Sacred Flame, 
  Mending, Thaumaturgy
   1st level (4 slots): Detect Poison and Disease, Purify 
  Food and Drink, Guiding Bolt
   2nd level (3 slots): Augury, Spiritual Weapon, Hold 
  Person 
   3rd level (3 slots): Bestow Curse, Water Walk,  
  Revivify
  ACTIONS
  Multiattack. The sphinx makes three attacks using 
  its claws.
  Spear. Melee weapon attack. +7 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6+3) piercing damage.
    
  
  93.
  RIVER SPHINX
  CHALLENGE 5 (1,800 XP)
  Large Monstrosity, Lawful Neutral
  Armor Class 15
  Hit Points 96 (12d10+36)
  Speed 20 ft., swim 40 ft. 
  STR 18 (+4) 
  DEX 16 (+3) 
  CON 16 (+3) 
  INT 16 (+3) 
  WIS 18 (+4) 
  CHA 18 (+4)
  Skills Arcana +6, Perception +3, Religion +6, Nature 
  +3
  Damage Resistances Bludgeoning, Piercing, And 
  Slashing From Nonmagical Weapons
  Condition Immunities Charmed, Frightened
  Senses passive Perception 13
  Languages Common, Sphinx
  ABILITIES
  Amphibious. The river sphinx can breathe both air 
  and water.
  Innate Spellcasting. The sphinx is a 3rd-level 
  spellcaster. Its spellcasting ability is Wisdom 
  (spell save DC 15, +6 to hit with spell attacks). 
  It requires no material Components to cast 
  its Spells. The sphinx has the following Druid 
  Spells prepared:
   Cantrips (at will): Druidcraft, Shape Water¹
   1st level (4 slots): Animal Friendship, Create or 
  Destroy Water, Thunderwave
   2nd level (3 slots): Locate Animals or Plants, Hold 
  Person
  ACTIONS
  Multiattack. The sphinx makes three attacks using 
  its claws.
  Claws. Melee weapon attack. +6 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8+4) slashing damage.
  ¹ Shape Water spell is found in the Elemental Evil Player's 
  Companion handbook.
    
  
  94.
  Treants
  OAK TREANT
  CHALLENGE 7 (2,900 XP)
  Huge plant, neutral
  Armor Class 15 (natural armor)
  Hit Points 115 (10d12 + 50)
  Speed 25 ft.
  STR 22 (+6) 
  DEX 8 (-1) 
  CON 20 (+5)
  INT 14 (+2) 
  WIS 16 (+3) 
  CHA 11 (+0)
  Skills History +8
  Senses passive Perception 13
  Damage Immunities bludgeoning, piercing
  Damage Vulnerabilities fire
  Languages Common, Druidic, Sylvan
  ABILITIES
  False Appearance. While the treant remains 
  motionless, it is indistinguishable from a 
  normal oak 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 14, +6 to hit with spell attacks). It can 
  innately cast a number of spells, requiring no 
  material components.
   2/day: entangle, speak with animals, speak with 
  plants
  ACTIONS
  Slam. Melee Weapon Attack: +9 to hit, reach 10 
  ft., one target. Hit: 32 (4d12 + 6) piercing 
  damage.
  Throw Object. Ranged Weapon Attack: +9 to hit, 
  range 100/300 ft., one target. Hit: 22 (3d10 + 
  6) bludgeoning damage. Creatures within 15 
  feet of the target must make a DC 15 Strength 
  save or take 11 (2d10) bludgeoning damage.
  Treants came into existence through 
  faerie magic. Forest-dwelling fae needed 
  trusted guardians to protect their forest 
  homes, and each year they sang to the 
  trees begging them to wake up. Slowly 
  but surely the trees awoke, and so the 
  first treants were born. The fae asked 
  nothing from the treants but to protect 
  the land, which pleased the treants 
  greatly, and so it was for many years.
  Part of the natural cycle of the world, 
  the treants knew they were part of all 
  things. Being part of all things carries 
  with it a desire to know all things. The 
  treants created saplings so part of them 
  could experience as much of the world 
  as possible. Their saplings founded new 
  groves, protecting the life that grew 
  within their lands; so treants spread 
  through the realms and many different 
  types sprouted into existence.
    
  
  95.
  BANYAN TREANT
  CHALLENGE 7 (2900 XP)
  Gargantuan plant, any alignment
  Armor Class 15 (natural armor)
  Hit Points 155 (10d20 + 50)
  Speed 30 ft.
  STR 22 (+6) 
  DEX 8 (-1) 
  CON 20 (+5)
  INT 14 (+2) 
  WIS 16 (+3) 
  CHA 11 (+0)
  Skills Insight +10
  Damage Resistances bludgeoning, piercing
  Damage Vulnerabilities fire, necrotic
  Condition Immunities charmed
  Senses passive Perception 14
  Languages Common, Druidic, Elvish, Sylvan
  ABILITIES
  Empathic. All Charisma (Bluff) checks made 
  to lie to the banyan automatically fail. 
  Additionally, the banyan is continuously 
  under the effects of the sense emotion 
  spell, except it can sense the emotions of all 
  creatures within 100 feet of it.
  False Appearance. While the banyan remains 
  motionless, it is indistinguishable from a 
  normal banyan tree.
  Innate Spellcasting. The banyan treant's 
  spellcasting ability is Wisdom (spell save 
  DC 15). The banyan treant can innately cast 
  the following spells, requiring no material 
  components: 
   2/day each: calm emotions
  ACTIONS
  Multiattack. The banyan makes three slam 
  attacks.
  Slam. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 16 (3d6+6) bludgeoning 
  damage.
  Animate Tree (1/Day). The banyan magically 
  animates one tree it can see within 60 feet 
  of it. This tree has the same statistics as a 
  banyan treant, except it has Intelligence and 
  Charisma scores of 1, can't speak, and only 
  have the Slam attack option. An animated 
  tree acts as an ally of the banyan treant. The 
  tree remains animate for 1 day or until it dies; 
  until the banyan treant dies or is more than 
  120 feet from the tree; or until the banyan 
  treant takes a bonus action to turn it back 
  into an inanimate tree. The tree then takes 
  root if possible.
    
  
  96.
  GRAFTED SHAMBLING  
  MOUND TREANT
  CHALLENGE 6 (2,300 XP)
  Huge plant, neutral
  Armor Class 15 (natural armor)
  Hit Points 86 (8d12 + 32)
  Speed 20 ft., swim 20 ft.
  STR 20 (+5) 
  DEX 9 (-1) 
  CON 18 (+4)
  INT 12 (+1) 
  WIS 13 (+1) 
  CHA 11 (+0)
  Skills History +4, Stealth +2
  Senses blindsight 60 ft., passive Perception 11
  Damage Resistances bludgeoning, piercing; 
  necrotic
  Damage Immunities lightning
  Damage Vulnerabilities fire
  Condition Immunities exhaustion
  Languages Common, Druidic, Sylvan
  ABILITIES
  Energy Absorption. Whenever the shambling 
  mound is subjected to lightning or necrotic 
  damage, it takes no damage and regains a 
  number of hit points equal to the damage 
  dealt.
  Many Bodied. The treant rolls initiative twice 
  and has a full turn on both results.
  Siege Monster. The treant deals double damage 
  to objects and structures.
  Innate Spellcasting. The treant’s innate 
  spellcasting ability is Wisdom (spell save 
  DC 14, +6 to hit with spell attacks). It can 
  innately cast a number of spells, requiring no 
  material components.
   2/day: entangle, speak with animals, speak with 
  plants
  ACTIONS
  Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., 
  one target. Hit: 21 (3d10 + 5) bludgeoning 
  damage and the target is grappled (escape DC 
  15).
  Engulf. The treant 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 15 
  Constitution saving throw at the start of 
  each of the treant’s turns or take 14 (2d8 + 5) 
  bludgeoning damage. If the treant moves, the 
  engulfed target moves with it. The treant can 
  only have one creature engulfed at a time.
    
  
  97.
  WILLOW TREANT
  CHALLENGE 8 (3900 XP)
  Large plant, any alignment
  Armor Class 19 (natural armor)
  Hit Points 114 (12d10 + 48)
  Speed 30 ft.
  Damage Resistances bludgeoning, piercing
  Damage Vulnerabilities fire
  Senses passive Perception 15
  Languages Druidic, Elvish, Sylvan
  ABILITIES
  False Appearance. While the willow remains 
  motionless, it is indistinguishable from a 
  normal willow tree.
  Innate Spellcasting. The willow treant's 
  spellcasting ability is Wisdom (spell save 
  DC 16). The willow treant can innately cast 
  the following spells, requiring no material 
  components: 
   At will: druidcraft
   2/day each: entangle, grasping vine, locate 
  animals or plants
  ACTIONS
  Multiattack. The willow makes two lash attacks.
  Lash. Melee Weapon Attack: +7 to hit, reach 15 ft., 
  one target. Hit: 14 (4d4+4) slashing damage.
  Animate Plants (1/Day). The willow magically 
  animates five clusters of foliage iit can see 
  within 60 feet of it. These plants have the 
  same statistics as an awakened tree, except 
  they have Intelligence and Charisma scores 
  of 1, can't speak, and only have the Slam 
  attack option. An animated plant acts as an 
  ally of the willow treant. A plant remains 
  animate for 1 day or until it dies; until the 
  willow treant dies or is more than 120 feet 
  from the plant; or until the willow treant 
  takes a bonus action to turn it back into an 
  inanimate cluster of foliage. The plants then 
  take root if possible.
    
  
  98.
  Unicorns
  LUNAR UNICORN
  CHALLENGE 3 (450 XP)
  Large celestial, lawful good
  Armor Class 12
  Hit Points 60 (8d10 + 16)
  Speed 50 ft.
  STR 18 (+4) 
  DEX 15 (+2) 
  CON 14 (+2)
  INT 14 (+2) 
  WIS 16 (+3) 
  CHA 17 (+3)
  Skills Arcana +4, Athletics +6, History +4, Insight +5, 
  Perception +5, Persuasion +5
  Senses darkvision 120 ft., passive Perception 15
  Damage Immunities necrotic, poison, radiant
  Condition Immunities charmed, poisoned
  Languages all
  ABILITIES
  Innate Spellcasting. The unicorn’s innate 
  spellcasting ability is Charisma (spell save DC 
  13, +5 to hit with spell attacks). It can innately 
  cast a number of spells, requiring no material 
  components.
   1/day each: legend lore, mass healing word, 
  moonbeam, teleport
   2/day: calm emotions, cure wounds, dispel good and 
  evil
  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 unicon makes two attacks: one 
  with its hooves and one with its horn.
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 10 (1d12 + 4) bludgeoning 
  damage.
  Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 9 (1d10 + 4) piercing damage.
  Unicorns possess an innate curiosity, 
  empathy, and gift for illusion that 
  inspire their position as muses in many 
  cultures. People revere them as symbol of 
  righteousness, but like many creatures, 
  they possess a multitude of natures. Some 
  varieties have traveled and adapted to 
  new environments so that they are almost 
  unrecognizable next to the white-pelted, 
  silver-maned creature of bards’ tales.
    
  
  99.
  NIGHTMARE UNICORN
  CHALLENGE 5 (1,800 XP)
  Large celestial, chaotic evil
  Armor Class 13
  Hit Points 76 (9d10 + 27)
  Speed 50 ft.
  STR 20 (+5) 
  DEX 16 (+3) 
  CON 17 (+3)
  INT 12 (+1) 
  WIS 13 (+1) 
  CHA 18 (+4)
  Skills Athletics +8, Insight +4, Intimidation +7, 
  Perception +4
  Senses darkvision 240 ft., passive Perception 14
  Damage Immunities fire, necrotic, poison
  Condition Immunities charmed, frightened, 
  poisoned
  Languages all
  ABILITIES
  Illumination. The unicorn sheds bright light in a 
  15-foot radius and dim light for an additional 
  15-feet.
  Innate Spellcasting. The unicorn’s innate 
  spellcasting ability is Charisma (spell save DC 
  15, +7 to hit with spell attacks). It can innately 
  cast a number of spells, requiring no material 
  components.
    
   
  1/day each: fear, fireball
    
   
  2/day: inflict wounds, scorching ray, dispel good 
  and evil
  Legendary Resistance (3/day). If the unicorn fails 
  a saving throw, it can choose to succeed instead.
  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 unicon makes two attacks: one 
  with its hooves and one with its horn.
  Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) bludgeoning damage 
  and 3 (1d6) fire damage.
  Horn. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 16 (2d10 + 5) piercing damage and 4 
  (1d8) fire damage.
  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 dragon 
  regains spent legendary actions at the start of 
  its turn. 
  Hellfire (Costs 2 Actions). Creatures within 30 feet 
  of the unicorn must make a DC 15 Constitution 
  saving throw, taking 11 (2d10) fire damage on a 
  failed save or half as much on a successful one.
  Hooves. The unicorn makes one attack with its 
  hooves.
    
  
  100.
  OKAPI UNICORN
  CHALLENGE 4 (1,100 XP)
  Large celestial, chaotic good
  Armor Class 12
  Hit Points 59 (7d10 + 21)
  Speed 45 ft.
  STR 20 (+5) 
  DEX 15 (+2) 
  CON 17 (+3)
  INT 12 (+1) 
  WIS 16 (+3) 
  CHA 18 (+4)
  Skills Arcana +4, Athletics +8, History +4, Insight +6, 
  Perception +6, Persuasion +7
  Senses darkvision 120 ft., passive Perception 16
  Damage Immunities necrotic, poison, radiant
  Condition Immunities charmed, frightened, 
  poisoned
  Languages all
  ABILITIES
  Aura of Peace. Creatures that attempt to make 
  a hostile action towards the unicorn must 
  first make a DC 15 Charisma saving throw. 
  Creatures that fail must choose a new target 
  for their hostile action and can in no way 
  harm or debilitate the unicorn. Creatures that 
  succeed on this saving throw are immune to the 
  unicorn’s Aura of Peace for the next 24 hours.
  Innate Spellcasting. The unicorn’s innate 
  spellcasting ability is Charisma (spell save DC 
  15, +7 to hit with spell attacks). It can innately 
  cast a number of spells, requiring no material 
  components.
  1/day each: charm monster, suggestion
  2/day: cure wounds, dispel good and evil, 
  heroism
  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 unicon 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: 12 (2d6 + 5) bludgeoning 
  damage
  Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) piercing damage.
    
  
  101.
  KARKADANN UNICORN
  CHALLENGE 6 (2,300 XP)
  Huge celestial, chaotic good
  Armor Class 15 (natural armor)
  Hit Points 94 (9d12 + 36)
  Speed 40 ft.
  STR 24 (+7) 
  DEX 9 (-1) 
  CON 19 (+4)
  INT 13 (+1) 
  WIS 15 (+2) 
  CHA 14 (+2)
  Skills Arcana +4, Athletics +10, History +4, Insight 
  +5, Perception +5, Persuasion +5
  Senses darkvision 120 ft., passive Perception 15
  Damage Immunities necrotic, poison, radiant
  Condition Immunities charmed, frightened, 
  poisoned
  Languages all
  ABILITIES
  Charge. If the unicorn moves at least 20 feet straight 
  toward a target and tehn hits it with a horn 
  attack on the same turn, the target takes an 
  extra 13 (2d12) piercing damage and, if the 
  target is a creature, is knocked prone. 
  Innate Spellcasting. The unicorn’s innate 
  spellcasting ability is Charisma (spell save DC 
  15, +7 to hit with spell attacks). It can innately 
  cast a number of spells, requiring no material 
  components.
   2/day: lesser restoration, mass cure wounds, water 
  walk
  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
  Horn. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 18 (2d10 + 7) piercing damage and 7 
  (2d6) thunder damage.
    
  
  102.
  Wyverns
  FOREST WYVERN
  DIFFICULTY 4 (1,000 XP)
  Large dragon, Unaligned
  Armor Class 13
  Hit Points 48 (6d10+18)
  Speed 20 ft., fly 80ft. 
  STR 18 (+4) 
  DEX 10 (+0) 
  CON 16 (+3) 
  INT 3 (-4) 
  WIS 12 (+1) 
  CHA 6 (-2)
  Skills Perception +3
  Senses Darkvision 60 ft., passive Perception 13
  Languages --
  ABILITIES
  Mimic. The forest wyvern can convincingly mimic 
  people or sounds which it has heard. A creature 
  that hears the wyvern’s mimikry can tell they 
  are not what they seem with a DC 14 Wisdom 
  (Insight) check.
  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, +5 to hit, reach 10 ft., one 
  creature. Hit: 8 (1d8+4) piercing damage.
  Claws. Melee weapon attack, +5 to hit, reach 5 ft., one 
  creature. Hit: 12 (2d8+4) slashing damage.
  Stinger. Melee weapon attack, +5 to hit, reach 10 ft., 
  one creature. Hit: 8 (1d8+4) piercing damage. 
  The target must make a DC 14 Constitution 
  saving throw, taking 9 (3d6) poison damage 
  on a failed save, or half as much damage on a 
  successful one.
  First discovered in northern mountains 
  and forests, the wyvern has earned itself a 
  fearsome reputation. Due to their reptilian 
  nature and large size, they were initially 
  believed to be dragons. This has been proven 
  incorrect for a variety of reasons, although 
  many in the world still seem confused by 
  this. The wyvern is not as intelligent like it’s 
  draconic cousin, nor magically imbued with 
  any sense of humanoid intellect. They are 
  deadly, quick, and ravenous.
  Despite being encountered more and more 
  as humanoid territories grow, wyverns 
  continue to be mistaken for their larger 
  cousins. Multiple kingdoms have reported 
  infestations of the large beasts, yet few are 
  eager to hunt them because of their barbed, 
  venomous tails, and sometimes their ability 
  to breathe a poisonous gas. They are indeed 
  noxious creatures that are nearly impossible 
  to hunt and kill. 
    
  
  103.
  DESERT WYVERN
  DIFFICULTY 4 (1,000 XP)
  Large dragon, Unaligned
  Armor Class 16
  Hit Points 146 (19d10+51)
  Speed 20 ft., fly 60ft. 
  STR 20 (+5) 
  DEX 12 (+1) 
  CON 16 (+3) 
  INT 3 (-4) 
  WIS 12 (+1) 
  CHA 6 (-2)
  Saving Throws Text
  Skills Perception +5, Stealth +8
  Vulnerabilities Text
  Damage Resistances Fire, Poison
  Damage Immunities Text
  Condition Immunities Text
  Senses Darkvision 60 ft., Tremorsense 60 Ft., passive 
  Perception 15
  Languages None
  Challenge. 9
  ABILITIES
  Desert Ambush Predator. So long as the wyvern is 
  in the desert it has the advantage on Dexterity 
  (Stealth).
  Sorcerous Hunger. The desert wyvern can sense 
  magical auras within 120 ft of it. The wyvern 
  can attempt to eat a spell once it is within 5ft or 
  closer to the spell’s target or area of effect. The 
  caster of the spell must make a Concentration 
  check DC 14 or suffer spell failure. To eat the 
  magic contained within magical items or 
  magical creatures the wyvern must physically 
  consume the object or creature.
  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 and gains an extra attack with its claws.
  Bite. Melee weapon attack, +8 to hit, reach 10 ft., one 
  creature. Hit: 9 (1d8+5) piercing damage.
  Claws. Melee weapon attack, +8 to hit, reach 5 ft., one 
  creature. Hit: 13 (2d8+5) slashing damage.
  Stinger. Melee weapon attack, +8 to hit, reach 10 ft., 
  one creature. Hit: 9 (1d8+5) piercing damage. 
  The target must make a DC 14 Constitution 
  saving throw, taking 27 (9d6) poison damage 
  on a failed save, or half as much damage on a 
  successful one.
    
  
  104.
  COASTAL WYVERN
  DIFFICULTY 13 (X,000 XP)
  Large dragon, Unaligned
  Armor Class 18
  Hit Points 207 (23d10+92)
  Speed 20 ft., fly 30ft., swim 40 ft., climb 20 ft. 
  STR 20 (+5) 
  DEX 14 (+2) 
  CON 18 (+4) 
  INT 3 (-4) 
  WIS 12 (+1) 
  CHA 6 (-2)
  Skills Perception +6
  Damage Resistances Cold, Electricity, Poison
  Senses Darkvision 120 ft., passive Perception 16
  Languages --
  ABILITIES
  Deep Lung. While the coastal wyvern cannot breath 
  water, it can hold its breath for a long time; up 
  to 30 minutes.
  Glider. The wyvern is more a glider than a flier. It 
  can glide for rounds equal to its constitution 
  modifier before it begins to descend at a rate of 
  10 feet per round. It must either spend an entire 
  turn running to take to the air, or leap from a 
  height.
  ACTIONS
  Multiattack. The wyvern makes two attacks: one 
  with its bite and one with its stinger. While 
  flying or swimming, it can use its claws in place 
  of one other attack and gains an extra attack 
  with its claws.
  Bite. Melee weapon attack, +9 to hit, reach 10 ft., one 
  creature. Hit: 13 (2d8+5) piercing damage.
  Claws. Melee weapon attack, +9 to hit, reach 5 ft., one 
  creature. Hit: 17 (3d8+5) slashing damage.
  Stinger. Melee weapon attack, +9 to hit, reach 10 ft., 
  one creature. Hit: 13 (2d8+5) piercing damage. 
  The target must make a DC 18 Constitution 
  saving throw, taking 36 (12d6) poison damage 
  on a failed save, or half as much damage on a 
  successful one.
    
  
  105.
  CAVE BRUISER WYVERN
  DIFFICULTY 17 (X,000 XP)
  Large dragon, Unaligned
  Armor Class 19
  Hit Points 289 (17d20+119)
  Speed 40 ft., fly 60 ft., climb 30 ft. 
  STR 26 (+8) 
  DEX 10 (+0) 
  CON 25 (+7) 
  INT 3 (-4) 
  WIS 12 (+1) 
  CHA 6 (-2)
  Skills Perception +7, Stealth +7
  Damage Immunities Cold, Acid, Poison
  Senses Blindsight 120 ft., Tremorsense 60 ft., 
  passive Perception 16
  Languages --
  ABILITIES
  Keen Sense of Hearing. The cave wyvern has the 
  advantage on Wisdom (Perception) checks that 
  rely on hearing.
  Stoney Camouflage. So long as the wyvern is 
  within its natural cave environment it has the 
  advantage on Dexterity (Stealth) checks.
  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 and it gains an extra attack with its 
  wings.
  Bite. Melee weapon attack, +9 to hit, reach 10 ft., one 
  creature. Hit: 18 (2d10+8) piercing damage.
  Wing Attack. The cave wyvern beats its immense 
  wings and each creature within 10 feet of it 
  must succeed on a DC 19 Dexterity saving throw 
  or take 16 (2d8+8) bludgeoning damage and be 
  knocked prone.
  Claws. Melee weapon attack, +9 to hit, reach 5 ft., one 
  creature. Hit: 23 (3d10+8) slashing damage.
  Stinger. Melee weapon attack, +9 to hit, reach 10 ft., 
  one creature. Hit: 18 (2d10+8) piercing damage. 
  The target must make a DC 19 Constitution 
  saving throw, taking 45 (15d6) poison damage 
  on a failed save, or half as much damage on a 
  successful one.
    
  
  106.
  Creatures by CR
  CREATURE NAME
  BASE 
  CREATURE
  CR
  ECOLOGY
  PAGE
  Crystal Couatl Neonate
  Couatl
   1/8
  Jungle
  27
  Lesser Griffin
  Griffin
   1/8
  Arctic
  39
  Scruffy Sporeling  
  Bearded Tooth
  Myconid
   1/8
  Forest
  67
  Morell Sporeling
  Myconid
   1/8
  Forest
  68
  Aquatic Rust Lice
  Rust Monster
   1/8
  Aquatic
  87
  Flying Basilisk
  Basilisk
   1/4
  Forest
  8
  Kelpie Hippocampus
  Hippocampus
   1/4
  Aquatic
  46
  Coifed Cockatrice
  Cockatrice
   1/2
  Varies
  22
  Wetlands Lizardfolk
  Lizardfolk
   1/2
  Riparian
  58
  Chameleon Lizardfolk
  Lizardfolk
   1/2
  Jungle
  60
  Amanita Muscaria Myconid
  Myconid
   1/2
  Forest
  66
  Common Rust Monster
  Rust Monster
   1/2
  Underground
  86
  Hunting Blink Dog
  Blink Dog
  1    
  Flexible
  10
  Laughing Fox
  Blink Dog
  1    
  Desert
  11
  Herding Blink Dog
  Blink Dog
  1    
  Highlands
  12
  Peacockatrice
  Cockatrice
  1    
  Grasslands
  24
  Aquatic Cockatrice
  Cockatrice
  1    
  Aquatic
  25
  Swallowtail skink Faerie Dragon
  Faerie Dragon
  1    
  Forest
  36
  Lesser Griffin Swarm
  Griffin
  1    
  Arctic
  39
  Egyptian Harpy
  Harpy
  1    
  Desert
  42
  Pixie Harpy
  Harpy
  1    
  Jungle
  43
  Elysium Harpy
  Harpy
  1    
  Jungle
  44
  Phoenix Harpy
  Harpy
  1    
  Desert
  45
  Angler Hippocampus
  Hippocampus
  1    
  Aquatic
  47
  Axolotlean Lizardfolk
  Lizardfolk
  1    
  Riparian
  59
  Chameleon Shaman
  Lizardfolk
  1    
  Jungle
  60
  Mossy Myconid
  Myconid
  1    
  Forest
  69
  Powlbear Cub
  Owlbear
  1    
  Arctic
  76
  Phase Tabby
  Phase Cats
  1    
  Urban
  85
  Aquatic Rust Lice Swarm
  Rust Monster
  1    
  Aquatic
  87
  Jewel Mantis
  Rust Monster
  1    
  Riparian
  89
  Crested Basilisk
  Basilisk
  2    
  Riparian
  7
  Shoebill Cockatrice
  Cockatrice
  2    
  Riparian
  23
  Peacockatrice Swarm
  Cockatrice
  2    
  Grasslands
  24
  Crystal Couatl
  Couatl
  2    
  Jungle
  27
  Monarch Faerie Dragon
  Faerie Dragon
  2    
  Jungle
  34
  Stray Sod Faerie Dragon
  Faerie Dragon
  2    
  Forest
  35
  Lionfish Hippocampus
  Hippocampus
  2    
  Aquatic
  49
  Common Hippogriff
  Hippogriff
  2    
  Varies
  50
  Hoatizin Hippogriff
  Hippogriff
  2    
  Jungle
  51
  Peregrine Hippogriff
  Hippogriff
  2    
  Varies
  52
  Cockatoo Hippogriff
  Hippogriff
  2    
  Jungle
  53
    
  
  107.
  CREATURE NAME
  BASE 
  CREATURE
  CR
  ECOLOGY
  PAGE
  Lion-Headed Manticore
  Manticore
  2    
  Desert
  62
  Desert Manticore
  Manticore
  2    
  Desert
  64
  Bearded Tooth Myconid 
  Myconid
  2    
  Forest
  67
  Pandowl
  Owlbear
  2    
  Jungle
  75
  Sun Owlbear
  Owlbear
  2    
  Forest
  77
  Tornado Pegasus
  Pegasi
  2    
  Varies
  78
  Dust Devil Pegasus
  Pegasi
  2    
  Varies
  79
  Snow Squall Pegasus
  Pegasi
  2    
  Arctic
  80
  Wildfire Pegasus
  Pegasi
  2    
  Varies
  81
  Phase Tabby Swarm
  Phase Cats
  2    
  Urban
  85
  Herding Blink Dog Swarm
  Blink Dog
  3    
  Highlands
  12
  Silence Wolf
  Blink Dog
  3    
  Flexible
  13
  Marsh Bulette
  Bluettes
  3    
  Riparian
  16
  Common Griffin
  Griffin
  3    
  Flexible
  38
  Snow Griffin
  Griffin
  3    
  Arctic
  40
  Pixie Harpy Magus
  Harpy
  3    
  Jungle
  43
  Colossal Lionfish Hippocampus
  Hippocampus
  3    
  Aquatic
  49
  Komodo Lizardfolk
  Lizardfolk
  3    
  Desert
  61
  Morell Myconid
  Myconid
  3    
  Forest
  68
  Sludge Swimmer
  Otyughs
  3    
  Underground
  71
  Lunar Unicorn
  Unicorn
  3    
  Forest
  98
  Pigmy Bulette
  Bluettes
  4    
  Coastal
  17
  Desert Chimera
  Chimera
  4    
  Desert
  18
  Deathroll (unique)
  Cockatrice
  4    
  Riparian
  23
  Sailfish Hippocampus
  Hippocampus
  4    
  Aquatic
  48
  Axolotlean Shaman
  Lizardfolk
  4    
  Riparian
  59
  Komodo Shaman
  Lizardfolk
  4    
  Desert
  61
  Feathered Manticore
  Manticore
  4    
  Grasslands
  65
  Undercity Otyugh
  Otyughs
  4    
  Underground
  70
  Great Horned Owlbear
  Owlbear
  4    
  Forest
  74
  Squatina (unique)
  Pegasi
  4    
  Varies
  79
  Frostsprinter (unique)
  Pegasi
  4    
  Arctic
  80
  Emberhoof (unique)
  Pegasi
  4    
  Varies
  81
  Phase Panther
  Phase Cats
  4    
  Grasslands
  82
  Okapi Unicorn
  Unicorn
  4    
  Grasslands
  100
  Forest Wyvern
  Wyvern
  4    
  Forest
  102
  Desert Wyvern
  Wyvern
  4    
  Desert
  103
  Cave Bruiser Wyvern
  Wyvern
  4    
  Underground
  105
  Gila Basilisk
  Basilisk
  5    
  Desert
  9
  Rock Bulette
  Bluettes
  5    
  Hills
  14
  Swamp Chimera
  Chimera
  5    
  Riparian
  20
  Undersea Chimera
  Chimera
  5    
  Aquatic
  21
    
  
  108.
  CREATURE NAME
  BASE 
  CREATURE
  CR
  ECOLOGY
  PAGE
  Will-O-Wisp Faerie Dragon
  Faerie Dragon
  5    
  Riparian
  37
  Rimewing (unique)
  Griffin
  5    
  Arctic
  40
  Scaled Lancer
  Hippocampus
  5    
  Aquatic
  48
  Dark Manticore
  Manticore
  5    
  Underground
  63
  Powlbear
  Owlbear
  5    
  Arctic
  76
  Phase Cheetah
  Phase Cats
  5    
  Grasslands
  84
  Horned Rust Monster
  Rust Monster
  5    
  Grasslands
  88
  River Sphinx
  Sphinx
  5    
  Riparian
  93
  Nightmare Unicorn
  Unicorn
  5    
  Varies
  99
  Arctic Bulette
  Bluettes
  6    
  Arctic
  15
  Sunset Couatl
  Couatl
  6    
  Jungle
  26
  Khan (unique)
  Griffin
  6    
  Grasslands
  41
  Colossal Angler Hippocampus
  Hippocampus
  6    
  Aquatic
  47
  Benthic Otyugh
  Otyughs
  6    
  Aquatic
  72
  Vine Trapper Otyugh
  Otyughs
  6    
  Jungle
  73
  The Arrow (phase cheetah unique)
  Phase Cats
  6    
  Grasslands
  84
  Grafted Shambling Mound Treant
  Treant
  6    
  Varies
  96
  Karkadann Unicorn
  Unicorn
  6    
  Grasslands
  101
  Greater Blue Basilisk 
  Basilisk
  7    
  Ruins
  6
  Pigmy Bulette Swarm
  Bluettes
  7    
  Coastal
  17
  Colossal Pandowl
  Owlbear
  7    
  Jungle
  75
  Arctic Phase Cat
  Phase Cats
  7    
  Arctic
  83
  Oak Treant
  Treant
  7    
  Forest
  94
  Banyan Treant
  Treant
  7    
  Jungle
  95
  Hooded Hydra
  Hydra
  8    
  Jungle
  54
  Jungle Hydra
  Hydra
  8    
  Jungle
  55
  Quoll Sphinx
  Sphinx
  8    
  Riparian
  92
  Willow Treant
  Treant
  8    
  Riparian
  97
  Arctic Couatl
  Couatl
  9    
  Arctic
  28
  Icestalker (unique)
  Phase Cats
  9    
  Arctic
  83
  Tiger Griffin
  Griffin
  10    
  Grasslands
  41
  Arctic Sphinx
  Sphinx
  10    
  Arctic
  91
  Cryptic Couatl
  Couatl
  11    
  Jungle
  29
  Forest Chimera
  Chimera
  12    
  Forest
  19
  Desert Sphinx
  Sphinx
  13    
  Desert
  90
  Coastal Wyvern
  Wyvern
  13    
  Coastal
  104
  Eel Hydra
  Hydra
  14    
  Aquatic
  56
  Emerald Dragon Turtle
  Dragon Turtle
  17    
  Aquatic
  30
  Treasure Shell Dragon Turtle
  Dragon Turtle
  17    
  Aquatic
  31
  Swamp Snapper Dragon Turtle
  Dragon Turtle
  17    
  Riparian
  32
  Desert Dragon turtle
  Dragon Turtle
  17    
  Desert
  33
  Storm Hydra
  Hydra
  20    
  Varies
  57
    
  
  109.
  Creatures by Location
  AQUATIC
  CREATURE NAME
  BASE 
  CREATURE
  CR
  ECOLOGY
  PAGE
  Aquatic Rust Lice
  Rust Monster
   1/8
  Aquatic
  87
  Kelpie Hippocampus
  Hippocampus
   1/4
  Aquatic
  46
  Aquatic Cockatrice
  Cockatrice
  1    
  Aquatic
  25
  Angler Hippocampus
  Hippocampus
  1    
  Aquatic
  47
  Aquatic Rust Lice Swarm
  Rust Monster
  1    
  Aquatic
  87
  Lionfish Hippocampus
  Hippocampus
  2    
  Aquatic
  49
  Colossal Lionfish Hippocampus
  Hippocampus
  3    
  Aquatic
  49
  Sailfish Hippocampus
  Hippocampus
  4    
  Aquatic
  48
  Undersea Chimera
  Chimera
  5    
  Aquatic
  21
  Scaled Lancer
  Hippocampus
  5    
  Aquatic
  48
  Colossal Angler Hippocampus
  Hippocampus
  6    
  Aquatic
  47
  Benthic Otyugh
  Otyughs
  6    
  Aquatic
  72
  Eel Hydra
  Hydra
  14    
  Aquatic
  56
  Emerald Dragon Turtle
  Dragon Turtle
  17    
  Aquatic
  30
  Treasure Shell Dragon Turtle
  Dragon Turtle
  17    
  Aquatic
  31
  ARCTIC
  CREATURE NAME
  BASE 
  CREATURE
  CR
  ECOLOGY
  PAGE
  Lesser Griffin
  Griffin
   1/8
  Arctic
  39
  Lesser Griffin Swarm
  Griffin
  1    
  Arctic
  39
  Powlbear Cub
  Owlbear
  1    
  Arctic
  76
  Snow Squall Pegasus
  Pegasi
  2    
  Arctic
  80
  Snow Griffin
  Griffin
  3    
  Arctic
  40
  Frostsprinter (snow squall pegasus)
  Pegasi
  4    
  Arctic
  80
  Rimewing
  Griffin
  5    
  Arctic
  40
  Powlbear
  Owlbear
  5    
  Arctic
  76
  Arctic Bulette
  Bluettes
  6    
  Arctic
  15
  Arctic Phase Cat
  Phase Cats
  7    
  Arctic
  83
  Arctic Couatl
  Couatl
  9    
  Arctic
  28
  Icestalker (arctic phase cat unique)
  Phase Cats
  9    
  Arctic
  83
  Arctic Sphinx
  Sphinx
  10    
  Arctic
  91
    
  
  110.
  COASTAL
  CREATURE NAME
  BASE 
  CREATURE
  CR
  ECOLOGY
  PAGE
  Pigmy Bulette
  Bluettes
  4    
  Coastal
  17
  Pigmy Bulette Swarm
  Bluettes
  7    
  Coastal
  17
  Coastal Wyvern
  Wyvern
  13    
  Coastal
  104
  DESERT
  CREATURE NAME
  BASE 
  CREATURE
  CR
  ECOLOGY
  PAGE
  Laughing Fox
  Blink Dog
  1    
  Desert
  11
  Egyptian Harpy
  Harpy
  1    
  Desert
  42
  Phoenix Harpy
  Harpy
  1    
  Desert
  45
  Lion-Headed Manticore
  Manticore
  2    
  Desert
  62
  Desert Manticore
  Manticore
  2    
  Desert
  64
  Komodo Lizardfolk
  Lizardfolk
  3    
  Desert
  61
  Desert Chimera
  Chimera
  4    
  Desert
  18
  Komodo Shaman
  Lizardfolk
  4    
  Desert
  61
  Desert Wyvern
  Wyvern
  4    
  Desert
  103
  Gila Basilisk
  Basilisk
  5    
  Desert
  9
  Desert Sphinx
  Sphinx
  13    
  Desert
  90
  Desert Dragon turtle
  Dragon Turtle
  17    
  Desert
  33
  FOREST
  CREATURE NAME
  BASE 
  CREATURE
  CR
  ECOLOGY
  PAGE
  Scruffy Sporeling  Bearded Tooth
  Myconid
   1/8
  Forest
  67
  Morell Sporeling
  Myconid
   1/8
  Forest
  68
  Flying Basilisk
  Basilisk
   1/4
  Forest
  8
  Amanita Muscaria Myconid
  Myconid
   1/2
  Forest
  66
  Swallowtail skink Faerie Dragon
  Faerie Dragon
  1    
  Forest
  36
  Mossy Myconid
  Myconid
  1    
  Forest
  69
  Stray Sod Faerie Dragon
  Faerie Dragon
  2    
  Forest
  35
  Bearded Tooth Myconid 
  Myconid
  2    
  Forest
  67
  Sun Owlbear
  Owlbear
  2    
  Forest
  77
  Morell Myconid
  Myconid
  3    
  Forest
  68
  Lunar Unicorn
  Unicorn
  3    
  Forest
  98
  Great Horned Owlbear
  Owlbear
  4    
  Forest
  74
  Forest Wyvern
  Wyvern
  4    
  Forest
  102
  Oak Treant
  Treant
  7    
  Forest
  94
  Forest Chimera
  Chimera
  12    
  Forest
  19
    
  
  111.
  GRASSLAND
  CREATURE NAME
  BASE 
  CREATURE
  CR
  ECOLOGY
  PAGE
  Peacockatrice
  Cockatrice
  1    
  Grasslands
  24
  Peacockatrice Swarm
  Cockatrice
  2    
  Grasslands
  24
  Feathered Manticore
  Manticore
  4    
  Grasslands
  65
  Phase Panther
  Phase Cats
  4    
  Grasslands
  82
  Okapi Unicorn
  Unicorn
  4    
  Grasslands
  100
  Phase Cheetah
  Phase Cats
  5    
  Grasslands
  84
  Horned Rust Monster
  Rust Monster
  5    
  Grasslands
  88
  Khan (unique)
  Griffin
  6    
  Grasslands
  41
  The Arrow (unique)
  Phase Cats
  6    
  Grasslands
  84
  Karkadann Unicorn
  Unicorn
  6    
  Grasslands
  101
  Tiger Griffin
  Griffin
  10    
  Grasslands
  41
  Desert Dragon turtle
  Dragon Turtle
  17    
  Desert
  33
  FLEXIBLE
  CREATURE NAME
  BASE 
  CREATURE
  CR
  ECOLOGY
  PAGE
  Phase Tabby
  Phase Cats
  1    
  Varies
  85
  Herding Blink Dog
  Blink Dog
  1    
  Varies
  12
  Hunting Blink Dog
  Blink Dog
  1    
  Varies
  10
  Phase Tabby Swarm
  Phase Cats
  2    
  Varies
  85
  Common Hippogriff
  Hippogriff
  2    
  Varies
  50
  Peregrine Hippogriff
  Hippogriff
  2    
  Varies
  52
  Tornado Pegasus
  Pegasi
  2    
  Varies
  78
  Dust Devil Pegasus
  Pegasi
  2    
  Varies
  79
  Wildfire Pegasus
  Pegasi
  2    
  Varies
  81
  Herding Blink Dog Swarm
  Blink Dog
  3    
  Varies
  12
  Silence Wolf
  Blink Dog
  3    
  Varies
  13
  Common Griffin
  Griffin
  3    
  Varies
  38
  Squatina (dust devil pegasus)
  Pegasi
  4    
  Varies
  79
  Emberhoof (wildfire pegasus unique)
  Pegasi
  4    
  Varies
  81
  Rock Bulette
  Bluettes
  5    
  Varies
  14
  Nightmare Unicorn
  Unicorn
  5    
  Varies
  99
  Grafted Shambling Mound Treant
  Treant
  6    
  Varies
  96
  Storm Hydra
  Hydra
  20    
  Varies
  57
    
  
  112.
    
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Metal Weave Games/Metal Weave Games - Atlas Animalia Statbook 1.2.pdf