Bestiary (Snakeworld Supplement)

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On monstrous land like Snakeworld, there is no end to the horrors that are birthed. Every single monster published in an official sourcebook or adventure has a place on Snakeworld, making this place borderline uninhabitable without the grace and miracle of luck.

There are creature types colloquially created by the people attacked by them, useful for knowing the rules of how to avoid whatever enemy is approaching. Whether the creature is hungry for humanoid, or if it has an internal logic to it, or if it can be survived.

Aberration[edit]

From alien realms so far they breach the edge of the universe. Aberrant beings have intentions unknown, if their behavior can even be classified as intentional. They are fundamentally foreign, and no amount of mental ability will ever grasp their true nature. The mere sight of one of these beings could be enough to break a mortal mind, and most result to simply believing that the whole existence of these creatures is a conspiracy.

Aberrant Spirit[edit]

There are certain spellcasters whose preferred purpose is simply to create creatures.


Medium aberration, unaligned


Armor Class 11 + the level of the spell (natural armor)
Hit Points 40 + 10 for each level above 4th
Speed 30 ft., fly 30 ft. (beholderkin only; hover)


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 16 (+3) 10 (+0) 6 (-2)

Damage Immunities psychic
Senses passive Perception 10
Languages
Challenge — (— XP)


Regeneration (Slaad Only). The aberration regains five (5) hit points at the start of its turn if it has at least 1 hit point.

Whispering Aura (Star Spawn Only). At the start of each of the aberration's turns, each creature within five (5) feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isn't incapacitated.

ACTIONS

Multiattack.The aberration makes a number of attacks equal to half this spell's level (rounded down).

Eye Ray (Beholderkin Only). Ranged Spell Attack: caster's spell attack modifier to hit, range 150 ft., one creature. Hit: 1d8 + 3 + spell's level psychic damage.

Claws (Slaad Only). Melee Weapon Attack: caster's spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + spell's level slashing damage. If the target is a creature, it can't regain hit points until the start of the aberration's next turn.

Psychic Slam (Star Spawn Only). Melee Weapon Attack: caster's spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + spell's level psychic damage.


Summoned Something. When a conjurer borrows help from the Far Realm, outer space takes a form that the population at least somewhat recognizes. Slaad, Star Spawn, or Beholder-like, the creature is a mockery of images the adventurer has either seen or been told of. Its psychic strike can do damage in the form of dreams, nightmares, or repressed trauma.

Beholderkin. A strange and evershifting number of eyestalks connect to an orb of flesh, and at its center is another Mike Wazowski-esque face! The beholderkin is not a complete monster, being summoned through magical means and pulled from its home. It screeches in horror, darts its eye(s) contact across the space.


Aboleth[edit]

Large aberration, lawful evil


Armor Class 17 (natural armor)
Hit Points 135 (18d10 + 36)
Speed 10 ft., swim 40 ft.


STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 15 (+2) 18 (+4) 15 (+2) 18 (+4)

Saving Throws Con +6, Int +8, Wis +6
Skills History +12, Perception +10
Proficiency Bonus +4
Senses passive Perception 20
Languages Deep Speech, telepathy 120 ft.
Challenge 10 (5,900 XP)


Amphibious. The aboleth can breathe air and water.

Mucous Cloud. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.

Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.

ACTIONS

Multiattack. The aboleth makes three tentacle attacks.

Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.

Enslave (3/Day). The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.

Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.


LEGENDARY ACTIONS

The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn.

Detect. The aboleth makes a Perception check.

Tail Swipe. The aboleth makes one tail attack.

Psychic Drain (Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.

LAIR ACTIONS

When fighting inside its lair, an aboleth can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the aboleth takes a lair action to cause one of the following effects:

  • The aboleth casts phantasmal force (no components required) on any number of creatures it can see within 60 feet of it. While maintaining concentration on this effect, the aboleth can't take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the aboleth's phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.
  • Pools of water within 90 feet of the aboleth surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. The aboleth can't use this lair action again until it has used a different one.
  • Water in the aboleth's lair magically becomes a conduit for the creature's rage. The aboleth can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage. The aboleth can't use this lair action again until it has used a different one.

REGIONAL EFFECTS

The region containing an aboleth's lair is warped by the creature's presence, which creates one or more of the following effects:

  • Underground surfaces within 1 mile of the aboleth's lair are slimy and wet and are difficult terrain.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the aboleth that drink such water vomit it within minutes.
  • As an action, the aboleth can create an illusory image of itself within 1 mile of the lair. The copy can appear at any location the aboleth has seen before or in any location a creature charmed by the aboleth can currently see. Once created, the image lasts for as long as the aboleth maintains concentration, as if concentrating on a spell. Although the image is intangible, it looks, sounds, and can move like the aboleth. The aboleth can sense, speak, and use telepathy from the image's position as if present at that position. If the image takes any damage, it disappears.

If the aboleth dies, the first two effects fade over the course of 3d10 days.

Aboleth.png
Aboleth from the Monster Manual.


Aboleth Spawn[edit]

Medium aberration, typically lawful evil


Armor Class 14 (natural armor)
Hit Points 93 (11d8 + 44)
Speed 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 18 (+4) 7 (-2) 12 (+1) 9 (-1)

Skills Perception +4
Proficiency Bonus +3
Damage Resistances psychic
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 14
Languages Common, Deep Speech, telepathy 60 ft.
Challenge 5 (1,800 XP)


Abolethic Vessel. The spawn must obey its aboleth master.

Amphibious. The spawn can breathe air and water.

Water Dependency. The spawn takes 6 (1d12) acid damage every 10 minutes it goes without being immersed in water.

ACTIONS

Multiattack. The spawn makes one Spear attack, two Tentacle attacks, and one Psychic Lash attack.

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage when used with two hands to make a melee attack.

Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: The target is grappled (escape DC 14) and takes 9 (2d8) psychic damage at the start of each of its turns until the grapple ends. The spawn has four tentacles, each of which can grapple one creature.

Psychic Lash. Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 18 (4d8) psychic damage.



Alyxian Aboleth[edit]

Large aberration, lawful evil


Armor Class 17 (natural armor)
Hit Points 135 (18d10 + 36)
Speed 10 ft., swim 30 ft.


STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 15 (+2) 18 (+4) 18 (+4) 18 (+4)

Saving Throws Con +6, Int +8, Wis +8
Skills History +12, Perception +12
Proficiency Bonus +4
Senses darkvision 120 ft., passive Perception 22
Languages Deep Speech, telepathy 120 ft.
Challenge 12 (8,400 XP)


Amphibious. The aboleth can breathe air and water.

Mucous Cloud. While underwater, the aboleth is surrounded by a cloud of sticky mucus. A creature that touches the aboleth or hits it with a melee attack while within 5 feet of it must succeed on a DC 14 Strength saving throw or be restrained until the end of the aboleth's next turn.

Probing Telepathy. If a creature the aboleth can see communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires.

ACTIONS

Multiattack. The aboleth makes two Tentacle attacks.

Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 3 (1d6) psychic damage.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.


LEGENDARY ACTIONS

The alyxian aboleth 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. The alyxian aboleth regains spent legendary actions at the start of its turn.

Tail Swipe. The aboleth makes one Tail attack.

Psychic Drain (Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage dealt.

BONUS ACTIONS

Enslave (Recharge 4-6). The aboleth targets one creature it can see within 30 feet of itself. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.

The charmed target can repeat the saving throw whenever it takes damage, ending the effect on itself on a success. No more than once every 24 hours, the target can repeat the saving throw when it is at least 1 mile away from the aboleth.


Balhannoth[edit]

Fell Zone. These creatures are native to the Shadowfell, a land on sadness and epitome of loss. As an aberration, the balhannoth seems to inhabit a sort of anti-fairy or opposite fey type position. They induce fear, terror, and uncomfortably. They operate on rules from faraway places.


Large aberration, typically chaotic evil


Armor Class 17 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 25 ft., climb 25 ft.


STR DEX CON INT WIS CHA
17 (+3) 8 (-1) 18 (+4) 6 (-2) 15 (+2) 8 (-1)

Saving Throws Con +8
Skills Perception +6
Proficiency Bonus +4
Condition Immunities blinded
Senses blindsight 500 ft. (blind beyond this radius), passive Perception 16
Languages understands Deep Speech, telepathy 1 mile
Challenge 11 (7,200 XP)


Legendary Resistance (2/Day). If the balhannoth fails a saving throw, it can choose to succeed instead.

ACTIONS

Multiattack. The balhannoth makes a bite attack and up to two tentacle attacks, or it makes up to four tentacle attacks

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (4d10 + 3) piercing damage.

Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15) and is moved up to 5 feet toward the balhannoth. Until this grapple ends, the target is restrained, and the balhannoth can't use this tentacle against other targets. The balhannoth has four tentacles.


LEGENDARY ACTIONS

The balhannoth 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. The balhannoth regains spent legendary actions at the start of its turn.

Bite Attack. The balhannoth makes one bite attack against one creature it has grappled.

Teleport. The balhannoth magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see.

Vanish. The balhannoth magically becomes invisible for up to ten (10) minutes or until immediately after it makes an attack roll.

LAIR ACTIONS

On initiative count 20 (losing initiative ties), a balhannoth can take one of the following lair actions; the balhannoth can't take the same lair action two rounds in a row:

Teleport. The balhannoth targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw, or the target, along with whatever it is wearing and carrying, teleports to an unoccupied space of the balhannoth's choice within 60 feet of it.

Vanish. The balhannoth targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw, or the balhannoth becomes invisible to that creature for 1 minute. This effect ends if the balhannoth attacks the target.

Warp Terrain. The balhannoth warps reality around it in an area up to 500 feet square. After 10 minutes, the terrain in the area reshapes to assume the appearance of a location sought by one Humanoid whose desires the balhannoth has sensed (see Regional Effects below). The transformation affects nonliving material only and can't create anything with moving parts or magical properties. Any object created in this area is, upon close inspection, revealed as a fake. Books are filled with empty pages, golden items are obvious counterfeits, and so on. The transformation lasts until the balhannoth dies or takes this lair action again.

REGIONAL EFFECTS

A region containing a balhannoth's lair becomes warped by the creature's unnatural presence, which creates one or more of the following effects:

Sense Desires. The balhannoth can sense the strongest desires of any Humanoid within 1 mile of it and learns whether those desires involve a place: a safe location to rest, such as a temple, a home, or somewhere else.

Supernatural Lure. Creatures within 1 mile of the balhannoth's lair experience the sensation of being close to whatever they desire most. The sensation grows stronger the closer the creatures come to the balhannoth's lair.

If the balhannoth dies, these effects end immediately.


Beholder[edit]

Dreamlords. The warped reality of the dreamscape is not limited inside the mind. Instead, when all of a beholder’s eyes drift to sleep, it’s dreams on the outside.

Eyes as Metaphor. What we call chaos, it calls science. The beholder loves to watch and ponder, wonder at what it sees. It’s many eyes are voyeuristic in nature, seeming to impress what is behind its pupils through its very sight.


Large aberration (beholderkin), lawful evil


Armor Class 18 (natural armor)
Hit Points 180 (19d10 + 76)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 18 (+4) 17 (+3) 15 (+2) 17 (+3)

Saving Throws Int +8, Wis +7, Cha +8
Skills Perception +12
Proficiency Bonus +5
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 22
Languages Deep Speech, Undercommon
Challenge 13 or 14 when encountered in lair (10,000 or 11,500 XP)


Antimagic Cone. The beholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Eye Rays. The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

  1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.
  2. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  4. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  5. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
  6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
  7. Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
  8. Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
  9. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
  10. Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.


LEGENDARY ACTIONS

The beholder can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature's turn. The beholder regains spent legendary actions at the start of its turn.

Eye Ray. The beholder uses one random eye ray.

LAIR ACTIONS

When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:

  • A 50-foot-square area of ground within 120 feet of the beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
  • Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
  • An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. The eye then closes and disappears.

REGIONAL EFFECTS

A region containing a beholder's lair is warped by the creature's unnatural presence, which creates one or more of the following effects:

  • Creatures within 1 mile of the beholder's lair sometimes feel as if they're being watched when they aren't.
  • When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren't on anyone's person.

If the beholder dies, these effects fade over the course of 1d10 days.

VARIANT ABILITIES

Part of the unpredictably dangerous nature of beholders is their dreamlike ability to warp reality, and themselves, at a random moment's notice. These creatures have been known to display any number of arcane-adjacent abilities. To assist the ever wondering dungeon master, here are some suggestions on variations to the normal beholder eye rays and central cone sight.

  • Mirage Arcane Cone.
  • Power Word Stun Cone.
  • Combustion Ray. An enervation ray that deals fire damage, instead of necrotic.
  • Banishment Ray.
  • Confusion Ray.
  • Circle of Death Ray.
  • Feeblemind Ray.
  • Chain Lightning Ray.
  • Eyebite Ray. Sickening Effect.
  • Create Undead Ray.
  • Polymorph Ray.
  • Gaseous Form Ray. Self and willing creatures only.
  • Moonbeam Ray.
  • Modify Memory Ray.
  • Silence Ray.
  • Otto's Irresistable Dance Ray.
  • Wall of Ice Ray.
Beholder.png
Beholder from the Monster Manual.


Belashyrra[edit]

Medium aberration, chaotic evil


Armor Class 19 (natural armor)
Hit Points 304 (32d8 + 160)
Speed 40 ft., 40 ft. (hover)


STR DEX CON INT WIS CHA
24 (+7) 21 (+5) 20 (+5) 25 (+7) 22 (+6) 23 (+6)

Saving Throws Int +14, Wis +13, Cha +13
Skills Arcana +14, Perception +13
Proficiency Bonus +7
Damage Resistances poison, psychic
Condition Immunities blinded, charmed, exhaustion, frightened, poisoned, prone
Senses truesight 120 ft., passive Perception 23
Languages Deep Speech, telepathy 120 ft.
Challenge 22 or 23 when encountered in lair (41,000 or 50,000 XP)


Alien Mind. If a creature tries to read Belashyrra's thoughts or deals psychic damage to it, that creature must succeed on a DC 22 Intelligence saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Eye Thief. Belashyrra can see through the eyes of all creatures within 120 feet of it. It can use its Eye Ray through any creature within 120 feet of it, as though it were in that creature's space.

Legendary Resistance (3/Day). If Belashyrra fails a saving throw, it can choose to succeed instead.

Magic Resistance. Belashyrra has advantage on saving throws against spells and other magical effects.

Regeneration. Belashyrra regains 20 hit points at the start of its turn. If it takes radiant damage, this trait doesn't function at the start of its next turn. Belashyrra dies only if it starts its turn with 0 hit points and doesn't regenerate.

Teleport. As a bonus action, Belashyrra can teleport up to 30 feet to an unoccupied space it can see.

ACTIONS

Multiattack. Belashyrra makes two attacks with its claws and uses its Eye Ray once.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage.

Eye Ray. Belashyrra shoots one of the following magical eye rays of its choice, targeting one creature it can see within 120 feet of it:

  1. Psyche-Reconstruction Ray. The target must make a DC 22 Wisdom saving throw, taking 49 (9d10) psychic damage on a failed save, or half as much damage on a successful one. If this damage reduces a creature to 0 hit points, it dies and transforms into a spectator under Belashyrra's control and acts immediately after Belashyrra in the initiative order. The target can't be returned to its original form by any means short of a wish spell.
  2. Domination Ray. The target must succeed on a DC 22 Wisdom saving throw or be charmed by Belashyrra for 1 minute or until the target takes damage. Belashyrra can issue telepathic commands to the charmed creature (no action required), which it does its best to obey.
  3. Mind-Weakening Ray. The target must succeed on a DC 22 Intelligence saving throw or take 36 (8d8) psychic damage and be unable to cast spells or activate magic items for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  4. Blinding Ray. The target and each creature within 10 feet of it must succeed on a DC 22 Constitution saving throw or take 19 (3d12) radiant damage and be blinded for 1 minute. Until this blindness ends, Belyshyrra can see through the blinded creature's eyes. The blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


LEGENDARY ACTIONS

Belashyrra 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. Belashyrra regains spent legendary actions at the start of its turn.

Claw. Belashyrra makes one claw attack.

Implant Fear (Costs 2 Actions). Belashyrra targets a creature it can see within 60 feet of it. The target must succeed on a DC 22 Wisdom saving throw or take 22 (4d10) psychic damage and immediately use its reaction, if available, to move as far as its speed allows away from Belashyrra.

Rend Reality (Costs 3 Actions). Belashyrra rips at the bonds of reality in its immediate area. Each creature within 10 feet of Belashyrra must succeed on a DC 22 Constitution saving throw or take 19 (3d12) force damage and gain one level of exhaustion.

LAIR ACTIONS

While within the Citadel of Lidless Eyes, Belashyrra can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Belashyrra can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:

  • An eye opens on a solid surface within 60 feet of Belashyrra. One random eye ray of Belashyrra's shoots from that eye at a target of Belashyrra's choice that it can see. The eye then closes and disappears.
  • Belashyrra creates a wave of madness. Each creature it can see within its lair must succeed on a DC 22 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, a creature must use its action at the start of its turn before moving to make a melee attack against another creature of Belashyrra's choice within reach. If there are no creatures within reach, the charmed creature can act normally for that turn. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Belashyrra taps into the eyesight of creatures in its lair and alters their perception. Each creature of Belashyrra's choice in the lair must make a DC 22 Wisdom saving throw. On a failure, the affected creature perceives objects and creatures a short distance from their actual locations, imposing disadvantage on the creature's attack rolls against those targets. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this lair action for the next 24 hours.

REGIONAL EFFECTS

A region containing a passage to Belashyrra's lair is warped by its magic, which creates one or more of the following effects:

  • Creatures within 1 mile of the passage sometimes feel as if they're being watched.
  • Beasts that live within 5 miles of the passage undergo magical transmutation, growing eyes or eyestalks that Belashyrra can see through.
  • A humanoid who spends at least 1 hour within 1 mile of the passage must succeed on a DC 21 Wisdom saving throw or descend into a type of madness (see "Madness of Belashyrra" below). A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.

If Belashyrra dies, these effects fade over the course of 1d10 days.

MADNESS OF BELASHYRRA

If a creature goes mad in Belashyrra's lair or while it can see the daelkyr, it gains a form of indefinite madness. Roll on the Madness of Belashyrra table to determine the nature of this madness, which takes the form of a character flaw that lasts until cured. Chapter 8 of the Dungeon Master's Guide has more information on madness.


Madness of Belashyrra
d6 Flaw (lasts until cured)
1 "I constantly see shapes moving in the shadows."
2 "I perceive certain types of people—vocations or entire societies—as hideous monsters."
3 "Someone is watching everything I do."
4 "When I close my eyes, I see my past misdeeds."
5 "I don't trust my sight. I have no idea what's real and what's a hallucination."
6 "Something watches the world through my eyes. To thwart them, I keep my eyes closed or covered."

Berbalang[edit]

Native to the Astral Plane, these creatures hunt for secrets adrift in the silver sea. They make their homes on dead gods, the bodies of which float in this plane. Berbalang have an innate connection to the soul, especially the passing of it from plane to plane, and can call forth the whisps of dead beings.


Medium aberration, neutral evil


Armor Class 14 (natural armor)
Hit Points 38 (11d8 - 11)
Speed 30 ft., fly 40 ft.


STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 9 (-1) 17 (+3) 11 (+0) 10 (+0)

Saving Throws Dex +5, Int +5
Skills Arcana +5, History +5, Insight +2, Perception +2, Religion +5
Proficiency Bonus +2
Senses truesight 120 ft., passive Perception 12
Languages all but rarely speaks
Challenge 2 (450 XP)


Innate Spellcasting. The berbalang's innate spellcasting ability is Intelligence (spell save DC 13). The berbalang can innately cast the following spells, requiring no material components:

At will: speak with dead

1/day: plane shift (self only)

Spectral Duplicate (Recharges after a Short or Long Rest). As a bonus action, the berbalang creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the duplicate exists, the berbalang is unconscious. A berbalang can have only one duplicate at a time. The duplicate disappears when it or the berbalang drops to 0 hit points or when the berbalang dismisses it (no action required). The duplicate has the same statistics and knowledge as the berbalang, and everything experienced by the duplicate is known by the berbalang. All damage dealt by the duplicate's attacks is psychic damage.

ACTIONS

Multiattack. The berbalang makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.


Berbalang.jpg
Berbalang from Mordenkainen's Tome of Foes.


Berlain Shadowdusk[edit]

Medium aberration, chaotic evil


Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3)

Saving Throws Int +9, Wis +6
Skills Arcana +13, History +13
Proficiency Bonus +4
Damage Resistances damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin)
Senses passive Perception 12
Languages Common, Deep Speech, Grell, Undercommon
Challenge 12 (8,400 XP)


Extra Parts. As a bonus action, Berlain can use her extra mouth and arms to cast any cantrip she has prepared.

Magic Resistance. Berlain has advantage on saving throws against spells and other magical effects.

Spellcasting. Berlain is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Berlain can cast disguise self and invisibility at will and has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp

1st level (4 slots): detect magic, identify, mage armor*, magic missile

2nd level (3 slots): detect thoughts, mirror image, misty step

3rd level (3 slots): counterspell, fly, lightning bolt

4th level (3 slots): polymorph, fire shield, stoneskin*

5th level (3 slots): cone of cold, scrying, wall of force

6th level (1 slot): globe of invulnerability

7th level (1 slot): teleport

8th level (1 slot): mind blank*

9th level (1 slot): time stop

  • *Berlain casts these spells on herself before combat.

ACTIONS

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.


69320c1af02822be2487780d820c2f34.png
Berlain Shadowdusk from Waterdeep: Dungeon of the Mad Mage.


Blue Slaad[edit]

Spread the Phage. The wolverine-like claws on the back of a blue slaad's hands carry an otherworldly micro-organism, one that will transmit the transforming Chaos Phage. An infected humanoid will turn into a Red Slaad. If a spellcaster is afflicted, then a Green Slaad is created instead.


Large aberration, neutral evil


Armor Class 15 (natural armor)
Hit Points 123 (13d10 + 52)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 18 (+4) 7 (-2) 7 (-2) 9 (-1)

Skills Perception +1
Proficiency Bonus +3
Damage Resistances acid, cold, fire, lightning, thunder
Senses darkvision 60 ft., passive Perception 11
Languages Slaad, telepathy 60 ft.
Challenge 7 (2,900 XP)


Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects.

Regeneration. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.

ACTIONS

Multiattack. The slaad makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be infected with a disease called chaos phage. While infected, the target can't regain hit points, and its hit point maximum is reduced by 10 (3d6) every 24 hours. If the disease reduces the target's hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse the transformation.


Blue%20Slaad.jpg
Blue Slaad from the Monster Manual.


CONTROL GEM[edit]

Within the brain of a slaad, of the same color as the being, is a shard of lawful coalition called a Control Gem. These are remnants from when an ancient god tried to take hold of the whole race of slaadi. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.

The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the salad.

Captain N'ghathrod[edit]

Medium aberration, lawful evil


Armor Class 15 (breastplate)
Hit Points 71 (13d8 + 13)
Speed 30 ft.


STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 19 (+4) 17 (+3) 17 (+3)

Saving Throws Int +7, Wis +6, Cha +6
Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
Proficiency Bonus +3
Senses darkvision 120 ft., passive Perception 16
Languages Deep Speech, Undercommon, telepathy 120 ft.
Challenge 8 (3,900 XP)


Innate Spellcasting (Psionics). Captain N'ghathrod's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate

1/day each: dominate monster, plane shift (self only)

Magic Resistance. Captain N'ghathrod has advantage on saving throws against spells and other magical effects.

Spellcasting. Captain N'ghathrod is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks). Captain N'ghathrod has the following wizard spells prepared:

Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp

1st level (4 slots): detect magic, disguise self, shield, sleep

2nd level (3 slots): blur, invisibility, ray of enfeeblement

3rd level (3 slots): clairvoyance, lightning bolt, sending

4th level (3 slots): confusion, hallucinatory terrain

5th level (2 slots): telekinesis, wall of force

ACTIONS

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by Captain N'ghathrod. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, Captain N'ghathrod kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5–6). Captain N'ghathrod magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


060-19-01.png
Captain N'ghathrod from Waterdeep: Dungeon of the Mad Mage.


Cassiok Shadowdusk[edit]

Medium aberration, chaotic evil


Armor Class 14 (17 with mage armor)
Hit Points 99 (18d8 + 18)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3)

Saving Throws Str +2, Dex +4, Con +3, Int +11, Wis +8, Cha +5
Skills Arcana +13, History +13
Proficiency Bonus +4
Damage Resistances damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin)
Senses passive Perception 12
Languages Common, Deep Speech, Infernal, Undercommon
Challenge 12 (8,400 XP)


Special Equipment. Cassiok carries a staff of power that grants him a +2 bonus to Armor Class, spell attack rolls, and saving throws. His insectoid physiology prevents him from making melee attacks with the staff. If reduced to 20 hit points or fewer, Cassiok uses his next action to break his staff in a retributive strike.

Magic Resistance. Cassiok has advantage on saving throws against spells and other magical effects.

Spellcasting. Cassiok is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). Cassiok can cast disguise self and invisibility at will and has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp

1st level (4 slots): detect magic, identify, mage armor*, magic missile

2nd level (3 slots): detect thoughts, mirror image, misty step

3rd level (3 slots): counterspell, fly, lightning bolt

4th level (3 slots): phantasmal killer, fire shield, stoneskin*

5th level (3 slots): cone of cold, scrying, wall of force

6th level (1 slot): globe of invulnerability

7th level (1 slot): teleport

8th level (1 slot): mind blank*

9th level (1 slot): time stop

  • *Cassiok casts these spells on himself before combat.



download-2.jpg
Cassiok Shadowdusk from Waterdeep: Dungeon of the Mad Mage.


Chaos Quadrapod[edit]

Large aberration, chaotic evil


Armor Class 14 (natural armor)
Hit Points 52 (7d10 + 14)
Speed 40 ft., climb 40 ft.


STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+2) 6 (-2) 10 (+0) 4 (-3)

Skills Acrobatics +5, Perception +4
Proficiency Bonus +2
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 14
Languages
Challenge 4 (1,100 XP)


Magic Resistance. The chaos quadrapod has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The chaos quadrapod makes up to two tentacle attacks.

Tentacle. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained. The chaos quadrapod can grapple no more than two targets at a time.

Chaos Cloud (Recharges after a Short or Long Rest). The chaos quadrapod shoots forth a knot of roiling ethereal light that explodes at a point it can see within 60 feet of it. Each creature in a 20-foot-radius sphere centered on that point must succeed on a DC 14 Charisma saving throw or be {5c


Chaos%20Quadrapod.png
Chaos Quadrapod from Acquisitions: Incorporated.


Choker[edit]

Small aberration, chaotic evil


Armor Class 16 (natural armor)
Hit Points 13 (3d6 + 3)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 4 (-3) 12 (+1) 7 (-2)

Skills Stealth +6
Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 11
Languages Deep Speech
Challenge 1 (200 XP)


Aberrant Quickness (Recharges after a Short or Long Rest). The choker can take an extra action on its turn.

Boneless. The choker can move through and occupy a space as narrow as 4 inches wide without squeezing.

Spider Climb. The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

Multiattack. The choker makes two tentacle attacks.

Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the choker can't use this tentacle on another target. The choker has two tentacles. If this attack is a critical hit, the target also can't breathe or speak until the grapple ends.



Chuul[edit]

Large aberration, chaotic evil


Armor Class 16 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 5 (-3) 11 (+0) 5 (-3)

Skills Perception +4
Proficiency Bonus +2
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14
Languages understands Deep Speech but can't speak
Challenge 4 (1,100 XP)


Amphibious. The chuul can breathe air and water.

Sense Magic. The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

ACTIONS

Multiattack. The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.

Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.

Tentacles. One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Chuul.jpg
Chuul from the Monster Manual.


Cloaker[edit]

Large aberration, chaotic neutral


Armor Class 14 (natural armor)
Hit Points 78 (12d10 + 12)
Speed 10 ft., fly 40 ft.


STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 12 (+1) 13 (+1) 12 (+1) 14 (+2)

Skills Stealth +5
Proficiency Bonus +3
Senses darkvision 60 ft., passive Perception 11
Languages Deep Speech, Undercommon
Challenge 8 (3,900 XP)


Damage Transfer. While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half.

False Appearance. While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.

Light Sensitivity. While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

ACTIONS

Multiattack. The cloaker makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.

Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.

Moan. Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours.

Phantasms (Recharges after a Short or Long Rest). The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear.

Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.

A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.


Cloaker.jpg
Cloaker from the Monster Manual.


Core Spawn Crawler[edit]

Small aberration, chaotic evil


Armor Class 12
Hit Points 21 (6d6)
Speed 30 ft.


STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 10 (+0) 9 (-1) 12 (+1) 6 (-2)

Skills Perception +5
Proficiency Bonus +2
Damage Immunities psychic
Condition Immunities blinded
Senses blindsight 30 ft. (blind beyond this radius), tremorsense 60 ft., passive Perception 15
Languages understands Deep Speech but can't speak
Challenge 1 (200 XP)


Pack Tactics. The crawler has advantage on an attack roll against a creature if at least one of the crawler's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS

Multiattack. The crawler makes four attacks: one with its bite, two with its claws, and one with its tail.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage and the target must succeed on a DC 11 Wisdom saving throw or become frightened until the start of the crawler's next turn.

Claws. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Tail. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 5 (1d6 + 2) piercing damage.


Core%20Spawn%20Crawler.jpg
Core Spawn Crawler from Explorer's Guide to Wildemount.


Core Spawn Emmisary[edit]

Medium aberration, chaotic evil


Armor Class 15 (natural armor)
Hit Points 102 (12d8 + 48)
Speed 40 ft., fly 60 ft. (hover)


STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 18 (+4) 8 (-1) 13 (+1) 8 (-1)

Saving Throws Dex +5, Wis +4, Cha +2
Skills Perception +4
Proficiency Bonus +3
Damage Immunities psychic
Condition Immunities blinded
Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 14
Languages telepathy 120 ft., understands Deep Speech but can't speak
Challenge 6 (2,300 XP)


Magic Resistance. The emissary has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The emissary makes three talons attacks.

Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) slashing damage.

Alluring Thrum (Recharges 5-6). The emissary emits a dreadful yet alluring hum. Each creature within 20 feet of the emissary that can hear it and that isn't an aberration must succeed on a DC 14 Constitution saving throw or be charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Crystal Spores (Recharge 6). A 15-foot-radius cloud of toxic crystalline spores extends out from the emissary. The spores spread around corners. Each creature in the area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a creature takes 11 (2d10) poison damage at the start of each of its turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Core%20Spawn%20Emissary.jpg
Core Spawn Emmisary from Explorer's Guide to Wildemount.


Core Spawn Seer[edit]

Medium aberration, chaotic evil


Armor Class 17 (natural armor)
Hit Points 153 (18d8 + 72)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 18 (+4) 22 (+6) 19 (+4) 16 (+3)

Saving Throws Dex +6, Int +11, Wis +9, Cha +8
Skills perception +9
Proficiency Bonus +5
Damage Immunities psychic
Condition Immunities charmed, frightened
Senses blindsight 60 ft., tremorsense 60 ft., passive perception 19
Languages Common, Deep Speech, telepathy 120 ft., Undercommon
Challenge 13 (10,000 XP)


Earth Glide. The seer can traverse through nonmagical, unworked earth and stone. While doing so, the seer doesn't disturb the material it moves through.

Magic Resistance. The seer has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The seer uses Fission Staff twice, Psychedelic Orb twice, or each one once.

Fission Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d6 + 6) bludgeoning damage plus 18 (4d8) radiant damage, and the target is knocked prone.

Psychedelic Orb. The seer hurls a glimmering orb at one creature it can see within 120 of it. The target must succeed on a DC 19 Wisdom saving throw or take 27 (5d10) psychic damage and suffer a random condition until the start of the seer's next turn. Roll a d6 for the condition: (1-2) blinded, (3-4) frightened, or (5-6) stunned.

REACTIONS

Fuse Damage. When the seer is hit by an attack, it takes only half of the triggering damage. The first time the seer hits with a melee attack on its next turn, the target takes an extra 1d6 radiant damage.

Core%20Spawn%20Seer.jpg
Core Spawn Seer from Explorer's Guide to Wildemount.


Core Spawn Worm[edit]

Gargantuan aberration, chaotic evil


Armor Class 18 (natural armor)
Hit Points 279 (18d20 + 90)
Speed 60 ft., burrow 40 ft.


STR DEX CON INT WIS CHA
26 (+8) 5 (-3) 20 (+5) 6 (-2) 8 (-1) 4 (-3)

Saving Throws Con +10, Wis +4
Skills Perception +4
Proficiency Bonus +5
Damage Vulnerabilities cold
Damage Immunities fire, psychic
Condition Immunities charmed, frightened
Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 14
Languages understands Deep Speech but can't speak
Challenge 15 (13,000 XP)


Illumination. The worm sheds dim light in a 20-foot radius.

Radiant Mirror. If the worm takes radiant damage, each creature within 20 feet of it takes that damage as well.

Tunneler. The worm can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.

ACTIONS

Multiattack. The worm makes two attacks: one with its barbed tentacles and one with its bite.

Barbed Tentacles. Melee Weapon Attack: +13 to hit, reach 10 ft., one creature. Hit: 25 (5d6 + 8) piercing damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The tentacles can grapple only one creature at a time.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 30 (5d8 + 8) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 21 (6d6) fire damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.


Core%20Spawn%20Worm.jpg
Core Spawn Worm from Explorer's Guide to Wildemount.


Death Kiss[edit]

Large aberration (beholderkin), neutral evil


Armor Class 16 (natural armor)
Hit Points 161 (17d10 + 68)
Speed 0 ft., fly 30 ft. (hover)


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 10 (+0)

Saving Throws Con +8, Wis +5
Skills Perception +5
Proficiency Bonus +4
Damage Immunities lightning
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 15
Languages Deep Speech, Undercommon
Challenge 10 (5,900 XP)


Lightning Blood. A creature within 5 feet of the death kiss takes 5 (1d10) lightning damage whenever it hits the death kiss with a melee attack that deals piercing or slashing damage.

ACTIONS

Multiattack. The death kiss makes three tentacle attacks. Up to three of these attacks can be replaced by Blood Drain, one replacement per tentacle grappling a creature

Tentacle. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 14 (3d6 + 4) piercing damage, and the target is grappled (escape DC 14) if it is a Huge or smaller creature. Until this grapple ends, the target is restrained, and the death kiss can't use the same tentacle on another target. The death kiss has ten tentacles.

Blood Drain. One creature grappled by a tentacle of the death kiss must make a DC 16 Constitution saving throw. On a failed save, the target takes 22 (4d10) lightning damage, and the death kiss regains half as many hit points.


Death%20Kiss.jpg
Death Kiss from Volo's Guide to Monsters.


Death Slaad[edit]

Medium aberration (shapechanger), chaotic evil


Armor Class 18 (natural armor)
Hit Points 170 (20d8 + 80)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 19 (+4) 15 (+2) 10 (+0) 16 (+3)

Skills Arcana +6, Perception +8
Proficiency Bonus +4
Damage Immunities acid, cold, fire, lightning, thunder
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 18
Languages Slaad, telepathy 60 ft.
Challenge 10 (5,900 XP)


Shapechanger. The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Innate Spellcasting. The slaad's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The slaad can innately cast the following spells, requiring no material components:

At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image

2/day each: fear, fireball, fly, tongues

1/day each: cloudkill, plane shift

Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects.

Magic Weapons. The slaad's weapon attacks are magical.

Regeneration. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.

ACTIONS

Multiattack. The slaad makes three attacks: one with its bite and two with its claws or greatsword.

Bite (Slaad Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) necrotic damage.

Claws (Slaad Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage plus 7 (2d6) necrotic damage.

Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) necrotic damage.


Death%20Slaad.jpg
Death Slaad from the Monster Manual.


CONTROL GEM[edit]

Within the brain of a slaad, of the same color as the being, is a shard of lawful coalition called a Control Gem. These are remnants from when an ancient god tried to take hold of the whole race of slaadi. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.

The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad.

Dolgaunt[edit]

Medium aberration, lawful evil


Armor Class 16 (Unarmored Defense)
Hit Points 33 (6d8 + 6)
Speed 40 ft.


STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 12 (+1) 13 (+1) 14 (+2) 11 (+0)

Skills Acrobatics +6, Perception +4, Stealth +6
Proficiency Bonus +2
Condition Immunities blinded
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 14
Languages Deep Speech, Goblin
Challenge 3 (700 XP)


Evasion. If the dolgaunt is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the dolgaunt instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.

Unarmored Defense. While the dolgaunt is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

ACTIONS

Multiattack. The dolgaunt makes two tentacle attacks and two unarmed strikes. Up to two tentacle attacks can be replaced by Vitality Drain.

Tentacle. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. The target is grappled (escape DC 12) if it is a Large or smaller creature. Until this grapple ends, the dolgaunt can't use the same tentacle on another target. The dolgaunt has two tentacles.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.

Vitality Drain. One creature grappled by a tentacle of the dolgaunt must make a DC 11 Constitution saving throw. On a failed save, the target takes 9 (2d8) necrotic damage, and the dolgaunt regains a number of hit points equal to half the necrotic damage taken.



Dolgrim[edit]

Small aberration, chaotic evil


Armor Class 15 (natural armor; shield)
Hit Points 13 (3d6 + 3)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 8 (-1) 10 (+0) 8 (-1)

Senses darkvision 60 ft., passive Perception 10
Languages Deep Speech, Goblin
Challenge 1/2 (100 XP)


+2 Dual Consciousness. The dolgrim has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

ACTIONS

Multiattack. The dolgrim makes three attacks.

Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.



Dyrrn[edit]

Medium aberration, chaotic evil


Armor Class 21 (natural armor)
Hit Points 325 (31d8 + 186)
Speed 40 ft., fly 40 ft. (hover)


STR DEX CON INT WIS CHA
26 (+8) 21 (+5) 22 (+6) 26 (+8) 23 (+6) 24 (+7)

Saving Throws Int +15, Wis +13, Cha +14
Skills Arcana +15, History +15, Insight +13, Perception +13
Proficiency Bonus +7
Damage Resistances poison, psychic
Condition Immunities blinded, charmed, exhaustion, frightened, poisoned, prone
Senses truesight 120 ft., passive Perception 23
Languages Deep Speech, telepathy 120 ft.
Challenge 24 (62,000 XP)


Alien Mind. If a creature tries to read Dyrrn's thoughts or deals psychic damage to it, that creature must succeed on a DC 23 Intelligence saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Resistance (3/Day). If Dyrrn fails a saving throw, it can choose to succeed instead.

Magic Resistance. Dyrrn has advantage on saving throws against spells and other magical effects.

Regeneration. Dyrrn regains 20 hit points at the start of its turn. If Dyrrn takes radiant damage, this trait doesn't function at the start of its next turn. Dyrrn dies only if it starts its turn with 0 hit points and doesn't regenerate.

Teleport. As a bonus action, Dyrrn can teleport up to 30 feet to an unoccupied space it can see.

ACTIONS

Multiattack. Dyrrn makes one Tentacle Whip attack and uses its Corruption once. Dyrrn can replace its Tentacle Whip attack with Extract Brain if it has a creature grappled.

Tentacle Whip. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 23), pulled into an unoccupied space within 5 feet of Dyrrn, and must succeed on a DC 23 Intelligence saving throw or be stunned until this grapple ends. Dyrrn can't use the same tentacle whip on another target until this grapple ends. Dyrrn has two tentacle whips.

Corruption. Dyrrn targets one creature it can see within 60 feet of it. The target must succeed on a DC 23 Constitution saving throw or take 22 (4d6 + 8) necrotic damage and become corrupted for 1 minute. A corrupted creature's flesh twists in alien ways. The creature has disadvantage on attack rolls, its speed is reduced by half, and if it tries to cast a spell, it must first succeed on a DC 15 Intelligence check or the spell fails and is wasted. The corrupted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Extract Brain. Melee Weapon Attack: +15 to hit, reach 5 ft., one incapacitated creature grappled by Dyrrn. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, Dyrrn kills the target by extracting and devouring its brain.


LEGENDARY ACTIONS

Dyrrn 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. Dyrrn regains spent legendary actions at the start of its turn.

Tentacle Whip. Dyrrn makes one attack with its Tentacle Whip.

Spawn Aberration (Costs 2 Actions). Dyrrn regurgitates an intellect devourer in an unoccupied space within 5 feet of it. The intellect devourer is under Dyrrn's control and acts immediately after Dyrrn in the initiative order.

Mind Blast (Costs 3 Actions). Dyrrn magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 23 Intelligence saving throw or take 30 (5d8 + 8) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

LAIR ACTIONS

While within the Palace of Sinew, Dyrrn can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Dyrrn can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:

  • Dyrrn uses its Corruption action.
  • A 30-foot-square area of ground within 120 feet of Dyrrn sprouts tentacles until initiative count 20 on the next round. Any creature that starts or ends its turn in the area must succeed on a DC 23 Strength saving throw or be restrained. A creature can escape the tentacles with a successful DC 23 Strength (Athletics) or Dexterity (Acrobatics) check as an action.
  • Each creature of Dyrrn's choice that it can see within 120 feet of it must succeed on a DC 23 Wisdom saving throw or take 26 (4d12) psychic damage. Unless the target has immunity to psychic damage, its Intelligence score is reduced by 1d4 each time it fails the saving throw for this lair action. The target dies if its Intelligence score is reduced to 0. The reduction lasts until the target finishes a short or long rest.

REGIONAL EFFECTS

A region containing a passage to Dyrrn's lair is warped in one or more of these ways:

  • Plants and animals raised within 2 mile of the passage have twisted, aberrant forms. Use the Daelkyr Modifications table for inspiration.
  • Creatures within 1 mile of the passage frequently feel as if something is crawling under their skin.
  • If a humanoid spends at least 1 hour within 1 mile of the passage, that creature must succeed on a DC 22 Wisdom saving throw or descend into a type of madness (see "Madness of Dyrrn" below). A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.

If Dyrrn dies, these effects fade away after 1d10 days.


MADNESS OF DYRNN[edit]

If a creature goes mad in Dyrrn's lair or while it can see the daelkyr, it gains a form of indefinite madness. Roll on the Madness of Dyrrn table to determine the nature of this madness, which takes the form of a character flaw that lasts until cured. Chapter 8 of the Dungeon Master's Guide has more information on madness.


d6 Flaw (lasts until cured)
1 "There's an illithid parasite living in my brain!"
2 "I can feel myself evolving into an aberration."
3 "Aberrations are the only natural things."
4 "A part of me has become a conscious entity."
5 "My opponents must bow down to a mind flayer!"
6 "Dyrrn and the mind flayers simply want to unite all sentient creatures in collective consciousness. And I receive messages from the group mind!"

Elder Brain[edit]

Large aberration, lawful evil


Armor Class 10
Hit Points 210 (20d10 + 100)
Speed 5 ft., swim 10 ft.


STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 20 (+5) 21 (+5) 19 (+4) 24 (+7)

Saving Throws Int +10, Wis +9, Cha +12
Skills Arcana +10, Deception +12, Insight +14, Intimidation +12, Persuasion +12
Proficiency Bonus +5
Senses blindsight 120 ft., passive Perception 14
Languages understands Common, Deep Speech, and Undercommon but can't speak, telepathy 5 miles
Challenge 14 (11,500 XP)


Creature Sense. The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.

Innate Spellcasting (Psionics). The elder brain's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate

1/day each: dominate monster, plane shift (self only)

Legendary Resistance (3/Day). If the elder brain fails a saving throw, it can choose to succeed instead.

Magic Resistance. The elder brain has advantage on saving throws against spells and other magical effects.

Telepathic Hub. The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way.

ACTIONS

Tentacle. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (4d8 + 2) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8 + 5) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time.

Mind Blast (Recharge 5–6). The elder brain magically emits psychic energy. Creatures of the elder brain's choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Psychic Link. The elder brain targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the elder brain are more than 5 miles apart, with no consequences to the target. The elder brain can form psychic links with up to ten creatures at a time.

Sense Thoughts. The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the target's reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The elder brain can also make a Charisma (Deception) check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the elder brain succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target.


LEGENDARY ACTIONS

The elder brain 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. The elder brain regains spent legendary actions at the start of its turn.

Tentacle. The elder brain makes a tentacle attack.

Break Concentration. The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creature's concentration on a spell it has cast. The creature also takes 1d4 psychic damage per level of the spell.

Psychic Pulse. The elder brain targets a creature within 120 feet of it with which it has a psychic link. Enemies of the elder brain within 10 feet of that creature take 10 (3d6) psychic damage.

Sever Psychic Link. The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature's next turn.

LAIR ACTIONS

When fighting inside its lair, an elder brain can use lair actions. On initiative count 20 (losing initiative ties), an elder brain can take one lair action to cause one of the following effects; the elder brain can't use the same lair action two rounds in a row:

  • The elder brain casts wall of force.
  • The elder brain targets one friendly creature it can sense within 120 feet of it. The target has a flash of inspiration and gains advantage on one attack roll, ability check, or saving throw it makes before the end of its next turn. If the target doesn't or can't use this benefit in that time, the inspiration is lost.
  • The elder brain targets one creature it can sense within 120 feet of it and anchors it by sheer force of will. The target must succeed on a DC 18 Charisma saving throw or be unable to leave its current space. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

REGIONAL EFFECTS

The territory within 5 miles of an elder brain is altered by the creature's psionic presence, which creates one or more of the following effects:

  • Creatures within 5 miles of an elder brain feel as if they are being followed, even when they are not.
  • The elder brain can overhear any telepathic conversation happening within 5 miles of it. The creature that initiated the telepathic conversation makes a DC 18 Wisdom (Insight) check when telepathic contact is first established. If the check succeeds, the creature is aware that something is eavesdropping on the conversation. The nature of the eavesdropper isn't revealed, and the elder brain can't participate in the telepathic conversation unless it has formed a psychic link with the creature that initiated it.
  • Any creature with which the elder brain has formed a psychic link hears faint, incomprehensible whispers in the deepest recesses of its mind. This psychic detritus consists of the elder brain's stray thoughts commingled with those of other creatures to which it is linked.

If the elder brain dies, these effects immediately end.

Elder%20Brain.jpg
Elder Brain from Volo's Guide to Monsters.


Elder Brain Dragon[edit]

Gargantuan aberration, typically lawful evil


Armor Class 17 (natural armor)
Hit Points 350 (20d20 + 140)
Speed 40 ft., fly 80 ft. (hover)


STR DEX CON INT WIS CHA
27 (+8) 13 (+1) 25 (+7) 21 (+5) 19 (+4) 24 (+7)

Saving Throws Con +14, Int +12, Wis +11, Cha +14
Skills Arcana +12, Insight +18, Perception +18
Proficiency Bonus +7
Damage Immunities psychic
Condition Immunities charmed, frightened
Senses blindsight 120 ft., passive Perception 28
Languages Deep Speech, Draconic, telepathy 5 miles
Challenge 22 (41,000 XP)


Legendary Resistance (4/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Siege Monster. The dragon deals double damage to objects and structures.

Unusual Nature. The dragon doesn't require air or sleep.

ACTIONS

Multiattack. The dragon makes one Bite attack, two Claw attacks, and one Tentacle attack.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 11 (2d10) psychic damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 11 (1d6 + 8) slashing damage.

Tentacle. Melee Weapon Attack: +15 to hit, reach 15 ft., one creature. Hit: 12 (1d8 + 8) psychic damage. If the target is Huge or smaller, it is grappled (escape DC 18). The dragon can have up to four targets grappled at a time.

Tadpole Brine Breath (Recharge 5–6). The dragon exhales brine in a 120-foot line that is 15 feet wide. Each creature in that area must make a DC 22 Constitution saving throw, taking 55 (10d10) psychic damage on a failed save, or half as much damage on a successful one. On a success or failure, if the creature isn't a Construct or an Undead, it becomes infested with illithid tadpoles.

While infested, the creature takes 16 (3d10) psychic damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself after it succeeds on three of these saves. If the creature is targeted by magic that ends a curse or restores 40 hit points or more, the tadpoles infesting the creature are killed instantly, ending the effect on the creature.

If a Humanoid is reduced to 0 hit points while infested, the creature is stable but remains unconscious for 6d12 hours. When the period of unconsciousness ends, the creature transforms into a mind flayer (see the Monster Manual) with all its hit points. Casting a wish spell on the unconscious creature rids it of the infestation and prevents it from turning into a mind flayer.


LEGENDARY ACTIONS

The elder brain dragon 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. The elder brain dragon regains spent legendary actions at the start of its turn.

Tentacle. The dragon makes one Tentacle attack.

Shatter Concentration (Costs 2 Actions). The dragon targets a creature it is grappling. The target's concentration on a spell it has cast or an ability it is maintaining ends, and the target takes 19 (3d12) psychic damage.

326482_CN.jpg
Elder Brain Dragon from Fizban's Treasury of Dragons.


Emo[edit]

Large aberration, lawful evil


Armor Class 18 (natural armor)
Hit Points 180 (19d10 + 76)
Speed 0 ft., fly 20 ft. (hover)


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 18 (+4) 17 (+3) 15 (+2) 17 (+3)

Saving Throws Int +8, Wis +7, Cha +8
Skills Perception +12
Proficiency Bonus +5
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 22
Languages Deep Speech, Undercommon
Challenge 13 or 14 when encountered in lair (10,000 or 14,000 XP)


Antimagic Cone. Emo's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, Emo decides which way the cone faces and whether the cone is active. The area works against Emo's own eye rays.

ACTIONS

Eye Rays. Emo shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

  1. Happiness Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or fall prone with laughter, becoming incapacitated and unable to stand up for 1 minute or until Emo harms the creature. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  2. Sadness Ray. The targeted creature must succeed on a DC 15 Intelligence saving throw. On a failed save, the target is overcome by sorrow and takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. On its next turn, it can use either an action or a bonus action, not both. On a successful save, the target takes half as much damage and suffers none of the other effects.
  3. Anger Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be compelled to duel with Emo for 1 minute. The target has disadvantage on attack rolls against creatures other than Emo and must make a Wisdom saving throw each time it attempts to move more than 30 feet away from Emo.
  4. Anxiety Ray. The targeted creature must succeed on a DC 15 Intelligence saving throw or lose the ability to distinguish friend from foe, regarding all creatures it can see as enemies for 1 minute. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature targets another creature with an attack, spell, or other ability, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
  5. Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  6. Desolation Ray. The targeted creature must succeed on a DC 14 Intelligence saving throw. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage and perceives itself to be confined within an illusory stone cell for 1 minute. The target can't see or hear anything beyond the cell and is restrained.
  7. Jealousy Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or become charmed for 1 minute. While the target is charmed in this way, it must use its action before moving on each of its turns to make a melee attack against a creature that Emo chooses. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  8. Disgusting Ray. The targeted creature must succeed on a DC 15 Constitution saving throw against poison. On a failed save, the target is enveloped in sphere of yellow, nauseating gas and spends its action on its next turn retching and reeling.
  9. Surprise Ray. The targeted creature must succeed on a DC 15 Dexterity saving throw or be blinded by a spray of color until the end of its next turn.
  10. Trust Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by Emo for 1 hour or until Emo harms the creature.


LEGENDARY ACTIONS

Emo can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature's turn. Emo regains spent legendary actions at the start of its turn.

Eye Ray. Emo uses one random eye ray.

Beholder.jpg
Beholder from the Monster Manual.


Eyedrake[edit]

Large aberration, typically lawful evil


Armor Class 16 (natural armor)
Hit Points 119 (14d10 + 42)
Speed 0 ft., fly 30 ft. (hover)


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 14 (+2) 14 (+2) 16 (+3)

Saving Throws Con +6, Wis +5
Skills Perception +8, Stealth +6
Proficiency Bonus +3
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 18
Languages Deep Speech, Draconic
Challenge 8 (3,900 XP)


Unusual Nature. The eyedrake doesn't require food or drink.

ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (3d6 + 3) piercing damage.

Antimagic Breath (Recharge 6). The eyedrake emits a magic wave in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 39 (6d12) force damage on a failed save, or half as much damage on a successful one. Every spell of 3rd level or lower ends on creatures and objects of the eyedrake's choice in that area.

Eye Rays. The eyedrake shoots three of the following magical eye rays at random (reroll duplicates), each ray targeting one creature it can see within 60 feet of it:

  1. Freezing Ray. The target must make a DC 14 Constitution saving throw. On a failed save, the target takes 17 (5d6) cold damage, and its speed is halved until the end of its next turn. On a successful save, the target takes half as much damage with no additional effects.
  2. Debilitating Ray. The target must succeed on a DC 14 Constitution saving throw or take 7 (2d6) thunder damage and become incapacitated until the end of its next turn.
  3. Repulsion Ray. The target must succeed on a DC 14 Strength saving throw or take 14 (4d6) force damage and be pushed up to 60 feet away from the eyedrake.
  4. Fire Ray. The target must make a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  5. Paralyzing Ray. The target must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  6. Death Ray. The target must make a DC 14 Dexterity saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. The target dies if the ray reduces it to 0 hit points.



F'yorl[edit]

Medium aberration, lawful evil


Armor Class 11
Hit Points 71 (13d8 + 13)
Speed 30 ft.


STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 19 (+4) 17 (+3) 17 (+3)

Saving Throws Int +7, Wis +6, Cha +6
Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
Proficiency Bonus +3
Senses darkvision 120 ft., passive Perception 16
Languages Deep Speech, Undercommon, telepathy 120 ft.
Challenge 0 (0 or 10 XP)


Magic Resistance. F'yorl has advantage on saving throws against spells and other magical effects.




Flumph[edit]

Small aberration, lawful good


Armor Class 12
Hit Points 7 (2d6)
Speed 5 ft., fly 30 ft.


STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 10 (+0) 14 (+2) 14 (+2) 11 (+0)

Skills Arcana +4, History +4, Religion +4
Proficiency Bonus +2
Damage Vulnerabilities psychic
Senses darkvision 60 ft., passive Perception 12
Languages understands Undercommon but can't speak, telepathy 60 ft.
Challenge 1/8 (25 XP)


Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy.

Prone Deficiency. If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.

Telepathic Shroud. The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.

ACTIONS

Tendrils. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage.

Stench Spray (1/Day). Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while with in 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.


Flumph.jpg
Flumph from the Monster Manual.


Flying Horror[edit]

Medium aberration, neutral evil


Armor Class 16 (natural armor)
Hit Points 49 (9d8 + 9)
Speed 30 ft., fly 60 ft.


STR DEX CON INT WIS CHA
9 (-1) 20 (+5) 12 (+1) 2 (-4) 15 (+2) 16 (+3)

Skills Perception +4, Stealth +7
Proficiency Bonus +2
Damage Vulnerabilities radiant
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 14
Languages
Challenge 3 (700 XP)


Fear Frenzy. The horror has advantage on attack rolls against frightened creatures.

Sunlight Sensitivity. While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

ACTIONS

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 14 (4d6) psychic damage.

Frightening Screech (Recharge 5–6). The horror screeches. Each creature within 30 feet of it that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the horror's Frightening Screech for the next 24 hours.


Flying%20Horror.png
Flying Horror from Guildmaster's Guide to Ravnica.


Gauth[edit]

Medium monstrosity, lawful evil


Armor Class 15 (natural armor)
Hit Points 67 (9d8 + 27)
Speed 0 ft., fly 20 ft. (hover)


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 15 (+2) 15 (+2) 13 (+1)

Saving Throws Int +5, Wis +5, Cha +4
Skills Perception +5
Proficiency Bonus +3
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 15
Languages Deep Speech, Undercommon
Challenge 6 (2,300 XP)


Death Throes. When the gauth dies, the magical energy within it explodes, and each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) force damage on a failed save, or half as much damage on a successful one.

Stunning Gaze. When a creature that can see the gauth's central eye starts its turn within 30 feet of the gauth, the gauth can force it to make a DC 14 Wisdom saving throw if the gauth isn't incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it must immediately make the save.

ACTIONS

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage.

Eye Rays. The gauth shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

  1. Devour Magic Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth's next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls.
  2. Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.
  3. Pushing Ray. The targeted creature must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet directly away from the gauth and have its speed halved until the start of the gauth's next turn.
  4. Fire Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw or take 22 (4d10) fire damage.
  5. Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  6. Sleep Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.



Gazer[edit]

Tiny aberration, neutral evil


Armor Class 13
Hit Points 13 (3d4 + 6)
Speed 0 ft., fly 30 ft. (hover)


STR DEX CON INT WIS CHA
3 (-4) 17 (+3) 14 (+2) 3 (-4) 10 (+0) 7 (-2)

Saving Throws Wis +2
Skills Perception +4, Stealth +5
Proficiency Bonus +2
Condition Immunities prone
Senses darkvision 60 ft., passive Perception 14
Languages
Challenge 1/2 (100 XP)


Aggressive. As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see.

Mimicry. The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Eye Rays. The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it:

  1. Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.
  2. Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer's next turn.
  3. Frost Ray. The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage.
  4. Telekinetic Ray. If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is an object weighing 10 pounds or less that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.



Gibbering Mouther[edit]

Medium aberration, neutral


Armor Class 9
Hit Points 67 (9d8 + 27)
Speed 10 ft., swim 10 ft.


STR DEX CON INT WIS CHA
10 (+0) 8 (-1) 16 (+3) 3 (-4) 70 (+30) 6 (-2)

Proficiency Bonus +2
Condition Immunities prone
Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 2 (450 XP)


Aberrant Ground. The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

Gibbering. The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

ACTIONS

Multiattack. The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.

Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.

Blinding Spittle (Recharge 5–6). The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn.


Gibbering%20Mouther.jpg
Gibbering Mouther from the Monster Manual.


Gibberling[edit]

Small aberration, chaotic neutral


Armor Class 12
Hit Points 7 (2d6)
Speed 25 ft.


STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 6 (-2) 8 (-1) 8 (-1)

Skills Stealth +4
Proficiency Bonus +2
Damage Resistances psychic
Condition Immunities charmed, frightened
Senses darkvision 60ft., passive Perception 9
Languages
Challenge 1/4 (50 XP)


Burrow. A gibberling gains advantage on stealth checks if it uses an action to burrow into dirt.

Light Sensitivity. While in bright light, gibberlings have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Reckless. At the start of its turn, the gibberling can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

ACTIONS

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Swarm. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. The target is grappled (escape DC 10). All gibberlings within 5 ft. of the target can use a reaction to make a dagger attack with advantage on the attack roll.



Gingwatzim[edit]

Small aberration (shapechanger),


Armor Class 12
Hit Points 39 (6d6 + 18)
Speed 30 ft., fly 30 ft. (hover) in its true form only


STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 16 (+3) 4 (-3) 11 (+0) 8 (-1)

Proficiency Bonus +2
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages telepathy 60 ft.
Challenge 2 (450 XP)


Alternate Forms. The gingwatzim has two alternate forms, both of which are chosen by its creator when the gingwatzim comes into being. One form is an exact duplicate of a Tiny nonmagical object (such as a book, dagger, or gemstone) that its creator is carrying or wearing when the gingwatzim is conjured. The other form can be any Tiny beast. Once these alternate forms are chosen, they can't be changed.

ACTIONS

Energy Drain (True Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) necrotic damage, and the target must succeed on a DC 12 Constitution saving throw or gain 1 level of exhaustion. When the target finishes a short or long rest, the target loses every level of exhaustion gained from this attack.

Change Shape. The gingwatzim changes from its true form—a 3-foot-diameter sphere of luminous ectoplasm—into one of its two alternate forms, or from one of those forms back into its true form. In object form, it can't move or make attacks but otherwise retains its statistics, and it is indistinguishable from the thing it is imitating. In beast form, it retains its hit points but otherwise uses the stat block of the beast it is imitating. When it dies, the gingwatzim reverts to its true form and then vanishes.


Gingwatzim.png
Gingwatzim from Candlekeep Mysteries.


Gnome Ceremorph[edit]

Small aberration, any alignment


Armor Class 16 (breastplate)
Hit Points 58 (13d6 + 13)
Speed 25 ft.


STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 12 (+1) 19 (+4) 17 (+3) 17 (+3)

Saving Throws Int +7, Wis +6, Cha +6
Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +5
Proficiency Bonus +3
Senses darkvision 120 ft., passive Perception 16
Languages Deep Speech, Gnomish, telepathy 120 ft., Undercommon
Challenge 5 (1,800 XP)


Innate Spellcasting (Psionics). The ceremorph's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate

1/day each: dominate monster, plane shift (self only)

Magic Resistance. The ceremorph has advantage on saving throws against spells and other magical effects.

ACTIONS

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 9) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the ceremorph. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the ceremorph kills the target by extracting and devouring its brain.

Laser Pistol. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 12 (3d6 + 2) radiant damage.

Mind Blast (Recharge 5–6). The ceremorph magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.



Gnome Squidling[edit]

Small aberration, unaligned


Armor Class 8
Hit Points 10 (3d6)
Speed 15


STR DEX CON INT WIS CHA
4 (-3) 7 (-2) 10 (+0) 4 (-3) 10 (+0) 3 (-4)

Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 10
Languages understands Deep Speech and Gnomish but can't speak, telepathy 60 ft.
Challenge 1/2 (100 XP)


Innate Spellcasting (Psionics). The squidling's innate spellcasting ability is Intelligence (spell save DC 7). It can innately cast levitate at will, requiring no components.

Magic Resistance. The squidling has advantage on saving throws against spells and other magical effects.

ACTIONS

Tentacles. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 5 (2d4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 7) and must succeed on a DC 7 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +0 to hit, reach 5 ft., one incapacitated creature grappled by the squidling. Hit: 27 (5d10) piercing damage. If this damage reduces the target to 0 hit points, the squidling kills the target by extracting and devouring its brain.

Mind Tickle (Recharge 5–6). The squidling magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 7 Intelligence saving throw or take 2 (1d4) psychic damage and be stunned until the end of its next turn.



Gray Slaad[edit]

Medium aberration (shapechanger), chaotic neutral


Armor Class 18 (natural armor)
Hit Points 127 (17d8 + 51)
Speed 30 ft.


STR DEX CON INT WIS CHA
17 (+3) 17 (+3) 16 (+3) 13 (+1) 8 (-1) 14 (+2)

Skills Arcana +5, Perception +7
Proficiency Bonus +4
Damage Resistances acid, cold, fire, lightning, thunder
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 17
Languages Slaad, telepathy 60 ft.
Challenge 9 (5,000 XP)


Shapechanger. The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Innate Spellcasting. The slaad's innate spellcasting ability is Charisma (spell save DC 14). The slaad can innately cast the following spells, requiring no material components:

At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image

2/day each: fear, fly, fireball, tongues

1/day: plane shift (self only)

Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects.

Magic Weapons. The slaad's weapon attacks are magical.

Regeneration. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.

ACTIONS

Multiattack. The slaad makes three attacks: one with its bite and two with its claws or greatsword.

Bite (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Claws (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.


Gray%20Slaad.jpg
Gray Slaad from the Monster Manual.


CONTROL GEM[edit]

Within the brain of a slaad, of the same color as the being, is a shard of lawful coalition called a Control Gem. These are remnants from when an ancient god tried to take hold of the whole race of slaadi. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.

The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the salad.

Grazilaxx[edit]

Medium aberration, lawful evil


Armor Class 15 (breastplate)
Hit Points 71 (13d8 + 13)
Speed 30 ft.


STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 19 (+4) 17 (+3) 17 (+3)

Saving Throws Int +7, Wis +6, Cha +6
Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
Proficiency Bonus +3
Senses darkvision 120 ft., passive Perception 16
Languages Deep Speech, Undercommon, telepathy 120 ft.
Challenge 7 (2,900 XP)


Innate Spellcasting (Psionics). Grazilaxx's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate

1/day each: dominate monster, plane shift (self only)

Magic Resistance. Grazilaxx has advantage on saving throws against spells and other magical effects.

ACTIONS

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by Grazilaxx. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, Grazilaxx kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5–6). Grazilaxx magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Grazilaxx.png
Grazilaxx from Out of the Abyss.


Greater Shadow Horror[edit]

Huge aberration, neutral evil


Armor Class 13
Hit Points 170 (20d12 + 40)
Speed 40 ft.


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 2 (-4) 17 (+3) 18 (+4)

Skills Perception +7, Stealth +11
Proficiency Bonus +4
Damage Vulnerabilities radiant
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 17
Languages
Challenge 12 (8,400 XP)


Incorporeal Movement. The horror can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Legendary Resistance (2/Day). If the horror fails a saving throw, it can choose to succeed instead.

Shadow Stealth. While in dim light or darkness, the horror can take the Hide action as a bonus action.

Shadow Stride. As a bonus action, the horror can step into a shadow within 5 feet of it and magically appear in an unoccupied space within 5 feet of a second shadow that is up to 60 feet away. Both shadows must be cast by a Medium or larger creature or object.

Sunlight Sensitivity. While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

ACTIONS

Multiattack. The horror makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) slashing damage, and the target must succeed on a DC 16 Wisdom saving throw or be frightened of the horror until the end of the target's next turn.

Lashing Shadows (Recharge 5–6). Each creature within 60 feet of the horror, except other horrors, must succeed on a DC 16 Dexterity saving throw or take 36 (8d8) necrotic damage.


LEGENDARY ACTIONS

The greater shadow horror 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. The greater shadow horror regains spent legendary actions at the start of its turn.

Claw. The horror makes a weapon attack.

Glide. The horror moves up to 20 feet without provoking opportunity attacks.

Frighten Foe (Costs 2 Actions). The horror targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of horror's next turn.


Greater Star Spawn Emmisary[edit]

Huge aberration,


Armor Class 15 (natural armor)
Hit Points 290 (20d12 + 160)
Speed 40 ft., fly 40 ft. (hover)


STR DEX CON INT WIS CHA
24 (+7) 13 (+1) 26 (+8) 27 (+8) 22 (+6) 25 (+7)

Saving Throws Con +15, Int +15, Wis +13, Cha +14
Skills Arcana +22, Perception +13
Proficiency Bonus +7
Damage Resistances acid, force, necrotic, psychic
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 23
Languages all, telepathy 1,000 ft.
Challenge 21 (33,000 XP)


Legendary Resistance (4/Day). If the emissary fails a saving throw, it can choose to succeed instead.

Unusual Nature. The emissary doesn't require air, food, drink, or sleep.

ACTIONS

Multiattack. The emissary makes three attacks.

Lashing Maw. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 7) piercing damage plus 13 (3d8) acid damage.

Psychic Orb. Ranged Spell Attack: +15 to hit, range 120 ft., one creature. Hit: 27 (3d12 + 8) psychic damage.

Unearthly Bile (Recharge 5–6). The emissary expels bile that splashes all creatures in a 30-foot-radius sphere centered on a point within 120 feet of the emissary. Each creature in that area must make a DC 23 Dexterity saving throw, taking 55 (10d10) acid damage on a failed save, or half as much damage on a successful one. For each creature that fails the saving throw, a gibbering mouther (see its entry in the Monster Manual) appears in an unoccupied space on a surface that can support it within 30 feet of that creature. The gibbering mouthers act right after the emissary on the same initiative count, gaining a +7 bonus to their attack and damage rolls, and fighting until they are destroyed. They disappear when the emissary dies.


LEGENDARY ACTIONS

The greater star spawn emissary 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. The greater star spawn emissary regains spent legendary actions at the start of its turn.

Attack. The emissary teleports up to 30 feet to an unoccupied space it can see and makes one attack.

Warp Space (Costs 2 Actions). The emissary causes the ground in a 20-foot square that it can see within 90 feet of it to turn into teeth and maws until the start of its next turn. The area becomes difficult terrain for the duration. Any creature takes 10 (3d6) piercing damage for each 5 feet it moves on this terrain.

Mind Cloud (Costs 3 Actions). The emissary unleashes a psychic wave. Each creature within 30 feet of the emissary must succeed on a DC 23 Wisdom saving throw or take 32 (5d12) psychic damage. In addition, every spell ends on creatures and objects of the emissary's choice in that area.

Greater%20Star%20Spawn%20Emissary.jpg
Greater Star Spawn Emmisary from Van Richten's Guide to Ravenloft.


Green Slaad[edit]

Large aberration (shapechanger), chaotic neutral


Armor Class 16 (natural armor)
Hit Points 127 (15d10 + 45)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 11 (+0) 8 (-1) 12 (+1)

Skills Arcana +3, Perception +2
Proficiency Bonus +3
Damage Resistances acid, cold, fire, lightning, thunder
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12
Languages Slaad, telepathy 60 ft.
Challenge 8 (3,900 XP)


Shapechanger. The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Innate Spellcasting. The slaad's innate spellcasting ability is Charisma (spell save DC 12). The slaad can innately cast the following spells, requiring no material components:

At will: detect magic, detect thoughts, mage hand

2/day each: fear, invisibility (self only)

1/day: fireball

Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects.

Regeneration. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.

ACTIONS

Multiattack. The slaad makes three attacks: one with its bite and two with its claws or staff. Alternatively, it uses its Hurl Flame twice.

Bite (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Claw (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Hurl Flame. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage. The fire ignites flammable objects that aren't being worn or carried.


Green%20Slaad.jpg
Green Slaad from the Monster Manual.


CONTROL GEM[edit]

Within the brain of a slaad, of the same color as the being, is a shard of lawful coalition called a Control Gem. These are remnants from when an ancient god tried to take hold of the whole race of slaadi. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.

The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad.

Grell[edit]

Medium aberration, neutral evil


Armor Class 12
Hit Points 55 (10d8 + 10)
Speed 10 ft., fly 30 ft. (hover)


STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 12 (+1) 11 (+0) 9 (-1)

Skills Perception +4, Stealth +6
Proficiency Bonus +2
Damage Immunities lightning
Condition Immunities blinded, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14
Languages Grell
Challenge 3 (700 XP)


ACTIONS

Multiattack. The grell makes two attacks: one with its tentacles and one with its beak.

Tentacles. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success. The target is also grappled (escape DC 15). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the grell has advantage on attack rolls against it and can 't use this attack against other targets. When the grell moves, any Medium or smaller target it is grappling moves with it.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.


Grell.jpg
Grell from the Monster Manual.


Hashalaq Quori[edit]

Medium aberration, lawful evil


Armor Class 17 (natural armor)
Hit Points 99 (18d8 + 18)
Speed 40 ft.


STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 13 (+1) 18 (+4) 16 (+3) 18 (+4)

Saving Throws Wis +7, Cha +8
Skills Arcana +12, History +12, Insight +11, Persuasion +8
Proficiency Bonus +4
Damage Resistances psychic
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 13
Languages Common, Quori
Challenge 9 (5,000 XP)


Innate Spellcasting (Psionics). The quori's spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:

At will: charm person

3/day each: detect thoughts, disguise self, suggestion

1/day: dominate person, dream

ACTIONS

Multiattack. The quori uses its Mind Thrust twice.

Idyllic Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) force damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or fall prone in a fit of laughter.

Mind Thrust. The quori targets a creature it can see within 60 feet of it. The target must make a DC 16 Wisdom saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one.

Possession (Recharge 6). One humanoid that the quori can see within 5 feet of it must succeed on a DC 16 Charisma saving throw or be possessed by the quori; the quori then disappears, and the target is incapacitated and loses control of its body. The quori now controls the body but doesn't deprive the target of awareness. The quori can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the quori ends it as a bonus action, or the quori is forced out by an effect like the dispel evil and good spell. When the possession ends, the quori reappears in an unoccupied space within 5 feet of the body. The target is immune to this quori's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

REACTIONS

Empathic Feedback. When the quori takes damage from a creature it can see within 60 feet of it, the quori can force that creature to succeed on a DC 16 Intelligence saving throw or take 11 (2d10) psychic damage.


Intellect Devourer[edit]

Tiny aberration, lawful evil


Armor Class 12
Hit Points 21 (6d4 + 6)
Speed 40 ft.


STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 13 (+1) 12 (+1) 11 (+0) 10 (+0)

Skills Perception +2, Stealth +4
Proficiency Bonus +2
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12
Languages understands Deep Speech but can't speak, telepathy 60 ft.
Challenge 2 (450 XP)


Detect Sentience. The intellect devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

ACTIONS

Multiattack. The intellect devourer makes one attack with its claws and uses Devour Intellect.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Devour Intellect. The intellect devourer targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.

Body Thief. The intellect devourer initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it that isn't protected by protection from evil and good. If it wins the contest, the intellect devourer magically consumes the target's brain, teleports into the target's skull, and takes control of the target's body. While inside a creature, the intellect devourer has total cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everything the creature knew, including spells and languages. If the host body dies, the intellect devourer must leave it. A protection from evil and good spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its devoured brain by means of a wish. By spending 5 feet of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies, unless its brain is restored within 1 round.


Intellect%20Devourer.jpg
Intellect Devourer from the Monster Manual.


Ixitxachitl[edit]

Small aberration, chaotic evil


Armor Class 15 (natural armor)
Hit Points 18 (4d6 + 4)
Speed 0 ft., swim 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 12 (+1) 13 (+1) 7 (-2)

Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 11
Languages Abyssal, Ixitxachitl
Challenge 1/4 (50 XP)


ACTIONS

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

REACTIONS

Barbed Tail. When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Ixitxachitl.png
Ixitxachitl from Out of the Abyss.


Ixitxachitl Cleric[edit]

Small aberration, chaotic evil


Armor Class 15 (natural armor)
Hit Points 18 (4d6 + 4)
Speed 0 ft., swim 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 12 (+1) 13 (+1) 7 (-2)

Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 11
Languages Abyssal, Ixitxachitl
Challenge 1/4 (50 XP)


Spellcasting. The ixitxachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (spell save DC 11, +3 to hit with spell attacks). The ixitxachitl has the following cleric spells prepared:

Cantrips (at will): guidance, thaumaturgy

1st level (4 slots): charm person, create or destroy water

2nd level (3 slots): hold person, silence

3rd level (2 slots): dispel magic, tongues

ACTIONS

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

REACTIONS

Barbed Tail. When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Ixitxachitl.png
Ixitxachitl from Out of the Abyss.


Kalaraq Quori[edit]

Medium aberration, lawful evil


Armor Class 18 (natural armor)
Hit Points 161 (19d8 + 76)
Speed 30 ft., fly 60 ft. (hover)


STR DEX CON INT WIS CHA
12 (+1) 21 (+5) 18 (+4) 23 (+6) 24 (+7) 25 (+7)

Saving Throws Int +12, Wis +13, Cha +13
Skills Deception +13, Perception +13, Persuasion +13
Proficiency Bonus +6
Damage Resistances cold, necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, exhaustion, frightened, grappled, paralyzed, petrified, prone, restrained
Senses truesight 120 ft., passive Perception 23
Languages all, telepathy 120 ft.
Challenge 19 (22,000 XP)


All-Around Vision. The quori can't be surprised while it isn't incapacitated.

Incorporeal Movement. The quori can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Innate Spellcasting (Psionics). The quori's spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). It can innately cast the following spells, requiring no components:

At will: arcane eye

3/day each: clairvoyance, confusion, dream, eyebite

Magic Resistance. The quori has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The quori makes two Soul Binding attacks. Alternatively, it can make four attacks with Arcane Blast.

Arcane Blast. Ranged Spell Attack: +13 to hit, range 120 ft., one target. Hit: 12 (1d10 + 7) force damage.

Soul Binding. Melee Spell Attack: +13 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7) necrotic damage. A creature reduced to 0 hit points from this attack dies and has its soul imprisoned in one of the quori's eyes. The target can't be revived by any means short of a wish spell until the quori is destroyed.

Mind Seed (1/Day). The quori touches one humanoid, which must succeed on a DC 21 Intelligence saving throw or be cursed. The curse lasts until it's removed by a remove curse or greater restoration spell. The cursed target suffers 1 level of exhaustion every 24 hours, and finishing a long rest doesn't reduce its exhaustion. If the cursed target reaches exhaustion level 6, it doesn't die; it instead becomes a thrall under the quori's control, and all its exhaustion is removed. Only the wish spell can free the thrall from this control.

Swarm of Eyes (Recharge 6). The quori creates a swarm of spectral eyes that fills a 30-foot-radius sphere centered on a point it can see within 60 feet of it. Each creature in that area must make a DC 21 Wisdom saving throw. On a failure, a creature takes 45 (10d8) psychic damage, and it is blinded for 1 minute. On a success, a creature takes half as much damage and isn't blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Possession (Recharge 6). One humanoid that the quori can see within 5 feet of it must succeed on a DC 21 Charisma saving throw or be possessed by the quori; the quori then disappears, and the target is incapacitated and loses control of its body. The quori now controls the body but doesn't deprive the target of awareness. The quori can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the quori ends it as a bonus action, or the quori is forced out by an effect like the dispel evil and good spell. When the possession ends, the quori reappears in an unoccupied space within 5 feet of the body. The target is immune to this quori's Possession for 24 hours after succeeding on the saving throw or after the possession ends.


Kalaraq%20Quori.png
Kalaraq Quori from Eberron: Rising from the Last War.


Lesser Star Spawn Emmisary[edit]

Medium aberration,


Armor Class 19 (natural armor)
Hit Points 241 (21d8 + 147)
Speed 40 ft., fly 40 ft. (hover)


STR DEX CON INT WIS CHA
21 (+5) 18 (+4) 24 (+7) 25 (+7) 20 (+5) 23 (+6)

Saving Throws Int +13, Wis +11, Cha +12
Skills Arcana +19, Deception +18, Perception +11
Proficiency Bonus +6
Damage Resistances acid, force, necrotic, psychic
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 21
Languages all, telepathy 1,000 ft.
Challenge 19 (22,000 XP)


Aberrant Rejuvenation. When the emissary drops to 0 hit points, its body melts away. A greater star spawn emissary instantly appears in an unoccupied space within 60 feet of where the lesser emissary disappeared. The greater emissary uses the lesser emissary's initiative count.

Legendary Resistance (3/Day). If the emissary fails a saving throw, it can choose to succeed instead.

Unusual Nature. The emissary doesn't require air, food, drink, or sleep.

ACTIONS

Multiattack. The emissary makes three attacks.

Lashing Maw. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 13 (3d8) acid damage.

Psychic Orb. Ranged Spell Attack: +13 to hit, range 120 ft., one creature. Hit: 18 (2d10 + 7) psychic damage.

Change Shape. The emissary polymorphs into a Small or Medium creature of its choice or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed.


LEGENDARY ACTIONS

The lesser star spawn emissary 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. The lesser star spawn emissary regains spent legendary actions at the start of its turn.

Psychic Orb. The emissary makes a Psychic Orb attack.

Teleportation Maw (Costs 2 Actions). The emissary teleports to an unoccupied space it can see within 30 feet of it and can make a Lashing Maw attack.

Psychic Lash (Costs 3 Actions). The emissary targets a creature it can see within 30 feet of it and psychically lashes at that creature's mind. The target must succeed on a DC 21 Wisdom saving throw or take 36 (8d8) psychic damage and be stunned until the start of its next turn.


Lorthuun[edit]

Large aberration, lawful evil


Armor Class 18 (natural armor)
Hit Points 180 (19d10 + 76)
Speed 0 ft., fly 20 ft. (hover)


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 18 (+4) 17 (+3) 15 (+2) 17 (+3)

Saving Throws Int +8, Wis +7, Cha +8
Skills Perception +12
Proficiency Bonus +4
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 22
Languages Deep Speech, Undercommon
Challenge 9 (5,000 XP)


Antimagic Cone. Lorthuun's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, Lorthuun decides which way the cone faces and whether the cone is active. The area works against Lorthuun's own eye rays.

ACTIONS

'Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Eye Rays. The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

  1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.
  2. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  4. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  5. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
  6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.


Lorthuun.png
Lorthuun from Out of the Abyss.


Mind Flayer[edit]

Medium aberration, lawful evil


Armor Class 15 (breastplate)
Hit Points 71 (13d8 + 13)
Speed 30 ft.


STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 19 (+4) 17 (+3) 17 (+3)

Saving Throws Int +7, Wis +6, Cha +6
Skills arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
Proficiency Bonus +3
Senses darkvision 120 ft., passive Perception 16
Languages Deep Speech, Undercommon, telepathy 120 ft.
Challenge 7 (2,900 XP)


Innate Spellcasting (Psionics). The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate

1/day each: dominate monster, plane shift (self only)

Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects.

ACTIONS

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5–6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Mind%20Flayer.jpg
Mind Flayer from the Monster Manual.


Mind Flayer Arcanist[edit]

Medium aberration, alignment


Armor Class 15 (breastplate)
Hit Points 71 (13d8 + 13)
Speed 30 ft.


STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 19 (+4) 17 (+3) 17 (+3)

Saving Throws Int +7, Wis +6, Cha +6
Proficiency Bonus +3
Senses passive Perception 13
Languages
Challenge 8 (3,900 XP)


Innate Spellcasting (Psionics). The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate

1/day each: dominate monster, plane shift (self only)

Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects.

Spellcasting. The mind flayer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared:

Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp

1st level (4 slots): detect magic, disguise self, shield, sleep

2nd level (3 slots): blur, invisibility, ray of enfeeblement

3rd level (3 slots): clairvoyance, lightning bolt, sending

4th level (3 slots): confusion, hallucinatory terrain

5th level (2 slots): telekinesis, wall of force

ACTIONS

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5–6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Mind%20Flayer.jpg
Mind Flayer from the Monster Manual.


Mind Flayer Psion[edit]

Medium aberration, lawful evil


Armor Class 15 (breastplate)
Hit Points 71 (13d8 + 13)
Speed 30 ft.


STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 19 (+4) 17 (+3) 17 (+3)

Saving Throws Int +7, Wis +6, Cha +6
Skills arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
Proficiency Bonus +3
Senses darkvision 120 ft., passive Perception 16
Languages Deep Speech, Undercommon, telepathy 120 ft.
Challenge 8 (3,900 XP)


Innate Spellcasting (Psionics). The mind flayer is a 10th-level spellcaster. Its innate spellcasting ability is Intelligence (spell save DC 15; +7 to hit with spell attacks). It can innately cast the following spells, requiring no components:

At will: guidance, mage hand, vicious mockery, true strike

1st level (4 slots): charm person, command, comprehend languages, sanctuary

2nd level (3 slots): crown of madness, phantasmal force, see invisibility

3rd level (3 slots): clairvoyance, fear, meld into stone

4th level (3 slots): confusion, stone shape

5th level (2 slots): scrying, telekinesis

Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects.

ACTIONS

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5–6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Mind%20Flayer.jpg
Mind Flayer from the Monster Manual.


Mindwitness[edit]

Large aberration, lawful evil


Armor Class 15 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 0 ft., fly 20 ft. (hover)


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 15 (+2) 15 (+2) 10 (+0)

Saving Throws Int +5, Wis +5
Skills Perception +8
Proficiency Bonus +3
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 18
Languages Deep Speech, Undercommon, telepathy 600 ft.
Challenge 5 (1,800 XP)


Telepathic Hub. When the mindwitness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 600 feet of it that it can see.

ACTIONS

Multiattack. The mindwitness makes two attacks: one with its tentacles and one with its bite.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) piercing damage.

Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 20 (4d8 + 2) psychic damage. if the target is Large or smaller, it is grappled (escape DC 13) and must succeed on a DC 13 Intelligence saving throw or be stunned until this grapple ends.

Eye Rays. The mindwitness shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

  1. Aversion Ray. The targeted creature must make a DC 13 Charisma saving throw. On a failed save, the target has disadvantage on attack rolls for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  2. Fear Ray. The targeted creature must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  3. Psychic Ray. The target must succeed on a DC 13 Intelligence saving throw or take 27 (6d8) psychic damage.
  4. Slowing Ray. The targeted creature must make a DC 13 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn but not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  5. Stunning Ray. The targeted creature must succeed on a DC 13 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success.
  6. Telekinetic Ray. If the target is a creature, it must make a DC 13 Strength saving throw. On a failed save, the mindwitness moves it up to 30 feet in any direction, and it is restrained by the ray's telekinetic grip until the start of the mindwitness's next turn or until the mindwitness is incapacitated.

If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is telekinetically moved up to 30 feet in any direction. The mindwitness can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.


Mindwitness.jpg
Mindwitness from Volo's Guide to Monsters.


Morkoth[edit]

Medium aberration, chaotic evil


Armor Class 17 (natural armor)
Hit Points 130 (20d8 + 40)
Speed 25 ft., swim 50 ft.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 20 (+5) 15 (+2) 13 (+1)

Saving Throws Dex +6, Int +9, Wis +6
Skills Arcana +9, History +9, Perception +10, Stealth +6
Proficiency Bonus +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 20
Languages telepathy 120 ft.
Challenge 11 or 12 while encountered in lair (7,200 or 8,400 XP)


Amphibious. The morkoth can breathe air and water.

Spellcasting. The morkoth is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save DC 17, +9 to hit with spell attacks). The morkoth has the following wizard spells prepared:

Cantrips (at will): acid splash, mage hand, mending, ray of frost, shocking grasp

1st level (4 slots): detect magic, identify, shield, witch bolt

2nd level (3 slots): darkness, detect thoughts, shatter

3rd level (3 slots): dispel magic, lightning bolt, sending

4th level (3 slots): dimension door, Evard's black tentacles

5th level (3 slots): geas, scrying

6th level (1 slot): chain lightning

ACTIONS

Multiattack. The morkoth makes three attacks: two with its bite and one with its tentacles or three with its bite.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Tentacles. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 15 (3d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends. the target is restrained and takes 15 (3d8 + 2) bludgeoning damage at the start of each of the morkoth's turns. and the morkoth can't use its tentacles on another target.

Hypnosis. The morkoth projects a 30-foot cone of magical energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the morkoth for 1 minute. While charmed in this way, the target tries to get as close to the morkoth as possible, using its actions to Dash until it is within 5 feet of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the morkoth's Hypnosis for 24 hours.

REACTIONS

Spell Reflection. If the morkoth makes a successful saving throw against a spell, or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of the morkoth. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

LAIR ACTIONS

On initiative count 20 (losing initiative ties), the morkoth takes a lair action to cause one of the effects described below:

  • The morkoth uses its Hypnosis action, originating at a point within 120 feet of itself. It doesn't need to see the effect's point of origin.
  • The morkoth casts darkness, dispel magic, or misty step, using Intelligence as its spellcasting ability and without expending a spell slot.

REGIONAL EFFECTS

The island surrounding a morkoth's lair is warped by the creature's presence, creating the following effects:

  • The morkoth is aware of any new arrival, whether an object or a creature, on its island or in its sanctum. As an action, the morkoth can locate any one creature or object on the island. Visitors to the island feel as though they are being watched, even when they aren't.
  • Each time a creature that has been on the island for less than a year finishes a short or long rest, it must make a DC 10 Intelligence (Investigation) check. On a failure, the creature has misplaced one possession (chosen by the player, if the creature is that player's character). The possession remains nearby but concealed for a short time, so it can be recovered with a successful DC 15 Wisdom (Perception) check. An object that is misplaced but not recovered ends up in the morkoth's lair 1 hour later. If the creature later goes to the morkoth's lair, its lost possessions stand out in its perception and are easily recovered.
  • Entrances to the morkoth's lair have an enchantment that the morkoth can activate or suppress at any time while it's in its lair and not incapacitated. Any creature within 30 feet of such an entrance and able to see it must make a DC 15 Wisdom saving throw. On a failed save, the creature feels an intense urge to use its movement on each of its turns to enter the lair and to move toward the morkoth's location (the target doesn't realize it's heading toward a creature). The target moves toward the morkoth by the most direct route. As soon as it can see the morkoth, the target can repeat the saving throw, ending the effect on itself on a success. It can also repeat the saving throw at the end of each of its turns and every time it takes damage.
  • With a thought (no action required), the morkoth can initiate a change in the water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear).

If the morkoth dies, these regional effects end immediately.

Morkoth.jpg
Morkoth from Volo's Guide to Monsters.


Mr. Dory[edit]

Medium aberration, chaotic evil


Armor Class 18 (studded leather armor, shield)
Hit Points 170 (20d8 + 80)
Speed 30 ft.


STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 19 (+4) 14 (+2) 14 (+2) 16 (+3)

Saving Throws Con +8, Wis +6
Skills Athletics +5, Perception +6, Stealth +9
Proficiency Bonus +4
Damage Immunities necrotic
Senses darkvision 60 ft., passive Perception 16
Languages Abyssal, Common, Deep Speech, telepathy 60 ft.
Challenge 10 (5,900 XP)


Innate Spellcasting. Mr. Dory's innate spellcasting ability is Charisma (save DC 15, +7 to hit with spell attacks). Mr. Dory can innately cast the following spells, requiring no material components:

At will: detect magic, detect thoughts, invisibility (self only)

2/day each: fear, fireball, fly

1/day each: cloudkill, etherealness

Magic Resistance. Mr. Dory has advantage on saving throws against spells and other magical effects.

Water Dependency. Mr. Dory takes 6 (1d12) acid damage at the end of every hour he goes without exposure to water.

ACTIONS

Multiattack. Mr. Dory makes three attacks with his rapier.

Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage and 7 (2d6) necrotic damage.

Eye of Corruption (Recharge 5–6). Mr. Dory glares at a creature he can see within 30 feet of him. The target must make a DC 15 Constitution saving throw. On a failed save, it takes 27 (5d10) necrotic damage and 27 (5d10) poison damage and then gains vulnerability to both necrotic and poison damage for 1 minute. On a successful save, it takes half damage and does not gain the vulnerabilities.


Mr.%20Dory.jpg
Mr. Dory from Ghosts of Saltmarsh.


Neo-Otyugh[edit]

Huge aberration, neutral


Armor Class 16 (natural armor)
Hit Points 150 (12d12 + 72)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 22 (+6) 12 (+1) 13 (+1) 6 (-2)

Saving Throws Con +9
Proficiency Bonus +3
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Otyugh
Challenge 7 (2,900 XP)


Innate Spellcasting (Psionics). The neo-otyugh's innate spellcasting ability is Intelligence (spell save DC 12). It can innately cast the following spells, requiring no components:

At will: detect thoughts

1/day each: command, hold person

Limited Telepathy. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.

ACTIONS

Multiattack. The neo-otyugh makes three attacks: one with its bite and two with its tentacles.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. If the target is a creature, it must succeed on a DC 17 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: +8 to hit, reach 15 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage. If the target is Large or smaller, it is grappled (escape DC 16) and restrained until the grapple ends. The neo-otyugh has two tentacles, each of which can grapple one target.

Tentacle Slam. The neo-otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 16 Constitution saving throw or take 15 (3d6 + 5) bludgeoning damage and be stunned until the end of the neo-otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.


Neo-Otyugh.jpg
Neo-Otyugh from Infernal Machine Rebuild.


Neogi[edit]

Small aberration, lawful evil


Armor Class 15 (natural armor)
Hit Points 33 (6d6 + 12)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 14 (+2) 13 (+1) 12 (+1) 15 (+2)

Skills Intimidation +4, Perception +3
Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 13
Languages Common, Deep Speech, Undercommon
Challenge 3 (700 XP)


Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can't put the neogi to sleep.

Spider Climb. The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

Multiattack. The neogi makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Enslave (Recharges after a Short or Long Rest). The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.



Neogi Hatchling[edit]

Tiny aberration, lawful evil


Armor Class 11 (natural armor)
Hit Points 7 (3d4)
Speed 20 ft., climb 20 ft.


STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 10 (+0) 6 (-2) 10 (+0) 9 (-1)

Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 1/8 (25 XP)


Mental Fortitude. The hatchling has advantage on saving throws against being charmed or frightened, and magic can't put the hatchling to sleep.

Spider Climb. The hatchling can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.



Neogi Master[edit]

Medium aberration, lawful evil


Armor Class 15 (natural armor)
Hit Points 71 (11d8 + 22)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 14 (+2) 16 (+3) 12 (+1) 18 (+4)

Saving Throws Wis +3
Skills Arcana +5, Deception +6, Intimidation +6, Perception +3, Persuasion +6
Proficiency Bonus +2
Senses darkvision 120 ft. (penetrates magical darkness), passive Perception 13
Languages Common, Deep Speech, Undercommon, telepathy 30 ft.
Challenge 4 (1,100 XP)


Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can't put the neogi to sleep.

Spellcasting. The neogi is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): eldritch blast (range 300 ft., +4 bonus to each damage roll), guidance, mage hand, minor illusion, prestidigitation, vicious mockery

1st-4th level (2 4th-level slots): arms of Hadar, counterspell, dimension door, fear, hold person, hunger of Hadar, invisibility, unseen servant

Spider Climb. The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

Multiattack. The neogi makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Enslave (Recharges after a Short or Long Rest). The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.



Neothelid[edit]

Gargantuan aberration, chaotic evil


Armor Class 16 (natural armor)
Hit Points 325 (21d20 + 105)
Speed 30 ft.


STR DEX CON INT WIS CHA
27 (+8) 7 (-2) 21 (+5) 3 (-4) 16 (+3) 12 (+1)

Saving Throws Int +1, Wis +8, Cha +6
Proficiency Bonus +5
Senses blindsight 120 ft., passive Perception 13
Languages
Challenge 13 (10,000 XP)


Creature Sense. The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's Intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.

Innate Spellcasting (Psionics). The neothelid's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no components:

At will: levitate

1/day each: confusion, feeblemind, telekinesis

Magic Resistance. The neothelid has advantage on saving throws against spells and other magical effects.

ACTIONS

Tentacles. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 13 (3d8) psychic damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be swallowed by the neothelid. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the neothelid, and it takes 35 (10d6) acid damage at the start of each of the neothelid's turns.

If the neothelid takes 30 damage or more on a single turn from a creature inside it, the neothelid must succeed on a DC 18 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 neothelid. If the neothelid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Acid Breath (Recharge 5–6). The neothelid exhales acid in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one.


Neothelid.jpg
Neothelid from Volo's Guide to Monsters.


Nihiloor[edit]

Medium aberration, lawful evil


Armor Class 15 (breastplate)
Hit Points 71 (13d8 + 13)
Speed 30 ft.


STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 19 (+4) 17 (+3) 17 (+3)

Saving Throws Int +7, Wis +6, Cha +6
Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
Proficiency Bonus +3
Senses darkvision 120 ft., passive Perception 16
Languages Deep Speech, Undercommon, telepathy 120 ft.
Challenge 7 (2,900 XP)


Innate Spellcasting (Psionics). Nihiloor's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate

1/day each: dominate monster, plane shift (self only)

Magic Resistance. Nihiloor has advantage on saving throws against spells and other magical effects.

ACTIONS

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by Nihiloor. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, Nihiloor kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5–6). Nihiloor magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Nihiloor.png
Nihiloor from Waterdeep: Dragon Heist.


Nothic[edit]

Medium aberration, neutral evil


Armor Class 15 (natural armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 13 (+1) 10 (+0) 8 (-1)

Skills Arcana +3, Insight +4, Perception +2, Stealth +5
Proficiency Bonus +2
Senses truesight 120 ft., passive Perception 12
Languages Undercommon
Challenge 2 (450 XP)


Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight.

ACTIONS

Multiattack. The nothic makes two claw attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Rotting Gaze. The nothic targets one creature it can see within 30 feet of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage.

Weird Insight. The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic's Wisdom (insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.


Nothic.png
Nothic from Monster Manual.


Otyugh[edit]

Large aberration, neutral


Armor Class 14 (natural armor)
Hit Points 95 (10d10 + 40)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 19 (+4) 6 (-2) 13 (+1) 6 (-2)

Saving Throws Con +7
Proficiency Bonus +3
Senses darkvision 120 ft., passive Perception 11
Languages Otyugh
Challenge 5 (1,800 XP)


Limited Telepathy. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.

ACTIONS

Multiattack. The otyugh makes three attacks: one with its bite and two with its tentacles.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.

Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.

Tentacle Slam. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.


Otyugh.jpg
Otyugh from Monster Manual.


Phaerimm[edit]

Large aberration, neutral evil


Armor Class 18 (natural armor)
Hit Points 144 (17d10 + 51)
Speed 15 ft., fly 30 ft. (hover)


STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 16 (+3) 19 (+4) 20 (+5) 23 (+6)

Saving Throws Int +9, Cha +11
Skills Arcana +9, Insight +10
Proficiency Bonus +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities petrified
Senses truesight 120 ft., passive Perception 15
Languages Undercommon, understands Common, telepathy 100 ft.
Challenge 15 (13,000 XP)


Arcane Sight. The phaerimm discerns the location of all magical auras within sight and knows which creatures within 60 feet are spellcasters.

Extended Concentration. The phaerimm can concentrate on two different spells at the same time. If concentration is broken, then both spells fade immediately.

Immutable Form. The phaerimm is immune to any spell or effect that would alter its form.

Innate Spellcasting. The phaerimm is a 15th-level spellcaster. It's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost

1st level (4 slots): dissonant whispers, magic missile, shield

2nd level (3 slots): crown of madness, detect thoughts, phantasmal force

3rd level (3 slots): fireball, fear, hypnotic pattern

4th level (3 slots): confusion, greater invisibility, phantasmal killer

5th level (2 slots): dominate person, hold monster, telekinesis

6th level (1 slot): chain lightning, mass suggestion

7th level (1 slot): prismatic spray, reverse gravity

8th level (1 slot): dominate monster

Magic Resistance. The phaerimm has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The phaerimm makes four attacks with its claws and a bite or stinger attack. Alternatively, it attacks with two claws and casts one spell.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Stinger. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage. If the target fails a DC 18 Constitution saving throw, they will be paralyzed for 1 minute. The phaerimm's poison forces the paralyzed target to float five feet above the ground. The target may repeat the saving throw at the end of each of it's turns.

Implant. The phaerimm uses an action to do a stinger attack against a paralyzed target. If the stinger hits, an egg is implanted in the target. This egg can only be removed by spells that cure disease, such as lesser restoration. If the egg is not removed within 90 days, the larva emerges, and the host is killed. A phaerimm has a single egg so may only use this ability once.



Red Slaad[edit]

Large aberration, chaotic neutral


Armor Class 14 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 6 (-2) 6 (-2) 7 (-2)

Skills Perception +1
Proficiency Bonus +3
Damage Resistances acid, cold, fire, lightning, thunder
Senses darkvision 60 ft., passive Perception 11
Languages Slaad, telepathy 60 ft.
Challenge 5 (1,800 XP)


Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects.

Regeneration. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.

ACTIONS

Multiattack. The slaad makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be infected with a disease — a minuscule slaad egg.

A humanoid host can carry only one slaad egg to term at a time. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process.

If the disease is cured before the tadpole's emergence, the unborn slaad is disintegrated.


Red%20Slaad.jpg
Red Slaad from Monster Manual.


CONTROL GEM[edit]

Within the brain of a slaad, of the same color as the being, is a shard of lawful coalition called a Control Gem. These are remnants from when an ancient god tried to take hold of the whole race of slaadi. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.

The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad.

Shadow Horror[edit]

Large aberration, neutral evil


Armor Class 13 (natural armor)
Hit Points 120 (16d10 + 32)
Speed 40 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 2 (-4) 17 (+3) 18 (+4)

Skills Perception +7, Stealth +11
Proficiency Bonus +4
Damage Vulnerabilities radiant
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 17
Languages
Challenge 9 (5000 XP)


Incorporeal Movement. The horror can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Shadow Stealth. While in dim light or darkness, the horror can take the Hide action as a bonus action.

Shadow Stride. As a bonus action, the horror can step into a shadow within 5 feet of it and magically appear in an unoccupied space within 5 feet of a second shadow that is up to 60 feet away. Both shadows must be cast by a Small or larger creature or object.

Sunlight Sensitivity. While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

ACTIONS

Multiattack. The horror makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage, and the target must succeed on a DC 16 Wisdom saving throw or be frightened of the horror until the end of the target's next turn.

Lashing Shadows (Recharge 5–6). Each creature within 60 feet of the horror, except other horrors, must succeed on a DC 16 Dexterity saving throw or take 27 (6d8) necrotic damage.


Shadow%20Horror.jpg
Shadow Horror from Guildmaster's Guide to Ravnica.


Sharkbody Abomination[edit]

Large aberration, unaligned


Armor Class 12 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 20 ft., swim 40 ft.


STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+2) 1 (-5) 10 (+0) 4 (-3)

Skills Perception +2
Proficiency Bonus +2
Senses blindsight 30 ft., passive Perception 12
Languages
Challenge 2 (450 XP)


Blood Frenzy. The abomination has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Limited Amphibiousness. The abomination can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

Water Breathing. The abomination can breathe only underwater.

ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.


Sharkbody%20Abomination.png
Sharkbody Abomination from Explorer's Guide to Wildemount.


Skittering Horror[edit]

Huge aberration, neutral evil


Armor Class 17 (natural armor)
Hit Points 228 (24d12 + 72)
Speed 40 ft., climb 40 ft.


STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 17 (+3) 2 (-4) 14 (+2) 18 (+4)

Skills Perception +7, Stealth +8
Proficiency Bonus +5
Damage Vulnerabilities radiant
Condition Immunities frightened
Senses darkvision 120 ft., passive perception 17
Languages
Challenge 15 (13,000 XP)


Spider Climb. The horror can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Sensitivity. While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

ACTIONS

Multiattack. The horror can use its Maddening Presence and make three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 6) piercing damage.

Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) slashing damage.

Maddening Presence. The horror targets one creature it can see within 30 feet of it. If the target can see or hear the horror, the target must make a DC 17 Wisdom saving throw. On a failed saving throw, the target becomes paralyzed until the end of its next turn. If a creature's saving throw is successful, the creature is immune to the horror's Maddening Presence for the next 24 hours.


Skittering%20Horror.jpg
Skittering Horror from Guildmaster's Guide to Ravnica.


Skum[edit]

Medium aberration, lawful evil


Armor Class 14 (natural armor)
Hit Points 93 (11d8 + 44)
Speed 20 ft., swim 40 ft.


STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 18 (+4) 7 (-2) 12 (+1) 9 (-1)

Skills Perception +4
Proficiency Bonus +3
Damage Resistances psychic
Senses darkvision 120 ft., passive Perception 14
Languages Common, Deep Speech, telepathy 60 ft.
Challenge 5 (1,800 XP)


Abolethic Vassal. The skum is permanently charmed by its aboleth master.

Amphibious. The skum can breathe air and water.

Psychic Conditioning. The skum is immune to the frightened and charmed conditions unless they are from effects created by an aboleth.

Water Dependency. The skum takes 6 (1d12) acid damage every 10 minutes it goes without exposure to water.

ACTIONS

Multiattack. The skum makes three attacks: two with its trident and one with its Mind-Breaking Touch.

Trident. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Mind-Breaking Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d8) psychic damage, and the target has disadvantage on Wisdom saving throws until the end of the skum's next turn.


Skum.jpg
Skum from Ghosts of Saltmarsh.


Slaad Tadpole[edit]

Tiny aberration, chaotic evil


Armor Class 12
Hit Points 10 (4d4)
Speed 30 ft.


STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 10 (+0) 3 (-4) 5 (-3) 3 (-4)

Skills Stealth +4
Proficiency Bonus +2
Damage Resistances acid, cold, fire, lightning, thunder
Senses darkvision 60 ft., passive Perception 7
Languages understands Slaad but can't speak
Challenge 1/8 (25 XP)


Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.


Slaad%20Tadpole.png
Slaad Tadpole from the Monster Manual.


Spectator[edit]

Medium aberration, lawful neutral


Armor Class 14 (natural armor)
Hit Points 39 (6d8 + 12)
Speed 0 ft., fly 30 ft. (hover)


STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 14 (+2) 13 (+1) 14 (+2) 11 (+0)

Skills Perception +6
Proficiency Bonus +2
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 16
Languages Deep Speech, Undercommon, telepathy 120 ft.
Challenge 3 (700 XP)


ACTIONS

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) piercing damage.

Eye Rays. The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.

  1. Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn.
  2. Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  3. Fear Ray. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.
  4. Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.

Create Food and Water. The spectator magically creates enough food and water to sustain itself for 24 hours.

REACTIONS

Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

Spectator.png
Spectator from the Monster Manual.


Ssendam, Lord of Madness[edit]

Large aberration (shapechanger), chaotic evil


Armor Class 19 (natural armor)
Hit Points 299 (26d10 + 156)
Speed 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 24 (+7) 22 (+6) 20 (+5) 18 (+4) 26 (+8)

Saving Throws Dex +14, Con +13, Cha +15
Skills Arcana +12, Deception +15, Insight +18, Intimidation +15, Perception +11
Proficiency Bonus +7
Damage Resistances acid, cold, fire, lightning, thunder
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses blindsight 60 ft., truesight 120 ft., passive Perception 21
Languages all, telepathy 120 ft.
Challenge 23 (50,000 XP)


Shapechanger. Ssendam can use her action to polymorph into a Small or Medium humanoid, into a Small aberration that looks like a golden amoeba, or back into this, her golden slaad form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. Her statistics in the humanoid forms, other than her size, are the same.

While in her amoeba form, Ssendam has the same statistics with the following changes. She can't take any actions (except her Shapechanger action), speak, or manipulate objects. She has a movement speed of 40 feet and can enter a hostile creature's space and stop there. In addition, Ssendam can move through a space as narrow as 1 inch wide without squeezing. She has advantage on Strength and Dexterity saving throws, and has resistance to all damage except psychic and radiant.

Aura of Madness. Any creature (other than undead or constructs) that ends its turn within 10 feet of Ssendam must make a DC 20 Charisma saving throw or be inflicted with a random short-term madness. If a creature succeeds against any madness ability of Ssendam's, they are immune to Ssendam's madness for 1 hour.

Innate Spellcasting. Ssendam's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). Ssendam can innately cast the following spells, requiring no material components:

At will: detect evil and good, detect magic, detect thoughts, dispel magic, fear, fly, mass suggestion, plane shift

2/day each: finger of death, flame strike

1/day: power word heal, power word kill, power word stun

Legendary Resistance (3/Day). If Ssendam fails a saving throw, she can choose to succeed instead.

Magic Resistance. Ssendam has advantage on saving throws against spells and other magical effects.

Magic Weapons. Ssendam's weapon attacks are magical.

Regeneration (Golden Amoeba Form Only). Ssendam regains 40 hit points at the start of her turn if she has at least 1 hit point.

ACTIONS

Multiattack. Ssendam makes three attacks: one with her Touch of Madness and two with her chaos staff.

Chaos Staff. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 16 (3d10) necrotic damage. The target must also make a DC 19 Constitution or be stunned. The target may repeat the saving throw at the end of each of their turns.

Summon Slaadi (1/Day). Ssendam summons 1d4 + 1 death slaadi. A summoned slaad appears in an unoccupied space within 60 feet of Ssendam, acts as an ally of Ssendam, and can't summon other slaadi. It remains for 1 minute, until it or Ssendam dies, or until Ssendam dismisses it as an action.

Teleport. Ssendam magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.

Touch of Madness. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage plus 16 (3d10) necrotic damage. A target that fails a DC 20 Charisma saving throw is inflicted with a random short-term madness. If it is already mad, the existing madness is replaced with a random long-term madness.

REACTIONS

Amoeba. When damaged, Ssendam can use her reaction to shapechange into her golden amoeba form and the damage is reduced to 0.

LEGENDARY ACTIONS

Ssendam 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. Ssendam regains spent legendary actions at the start of its turn.

Chaos Staff. Ssendam makes one attack with her chaos staff.

Teleport. Ssendam uses her Teleport action.

Subversion (Costs 2 Actions). Ssendam forces every creature suffering from madness within 60 feet of her to use their reaction to attack another creature within 5 feet of them.

LAIR ACTIONS

On initiative count 20 (losing initiative ties), Ssendam can take one lair action to cause one of the following effects; Ssendam can't use the same effect two rounds in a row:

  • All creatures within 30 ft. of Ssendam must succeed on a DC 20 Wisdom saving throw or come under the effects of the confusion spell until the end of its next turn.
  • Until the end of Ssendam's next turn, any creature that casts a spell within 60 ft. of Ssendam must roll on the sorcerer's wild surge table in the PHB.

REGIONAL EFFECTS

The region containing Ssendam's lair is corrupted by the chaos phage, which creates one or more of the following effects:

  • Within 1 mile of Ssendam's lair, there is a 1 in 20 chance that any creature that casts a spell must roll on the sorcerer's wild surge table in the PHB.
  • Within 10 miles of the lair, any creature that takes a long or short rest must succeed on a DC 20 Wisdom saving throw or be inflicted with a random shortterm madness.

If Ssendam dies, the effects fade over the course of 1d10 days.

Ssendam,%20Lord%20of%20Madness.png
Ssendam, Lord of Madness from Minsc and Boo's Journal of Villainy.


Star Spawn Grue[edit]

Small aberration, lawful evil


Armor Class 11
Hit Points 17 (5d6)
Speed 30 ft.


STR DEX CON INT WIS CHA
6 (-2) 13 (+1) 10 (+0) 9 (-1) 11 (+0) 6 (-2)

Proficiency Bonus +2
Damage Immunities psychic
Senses darkvision 60 ft., passive Perception 10
Languages Deep Speech
Challenge 1/4 (50 XP)


Aura of Madness. Creatures within 20 feet of the grue that aren't aberrations have disadvantage on saving throws, as well as on attack rolls against creatures other than a star spawn grue.

ACTIONS

Confounding Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage, and the target must succeed on a DC 10 Wisdom saving throw or attack rolls against it have advantage until the start of the grue's next turn.


Star%20Spawn%20Grue.png
Star Spawn Grue from Mordenkainen's Tome of Foes.


Star Spawn Hulk[edit]

Large aberration, chaotic evil


Armor Class 16 (natural armor)
Hit Points 136 (13d10 + 65)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 21 (+5) 7 (-2) 12 (+1) 9 (-1)

Saving Throws Dex +3, Wis +5
Skills Perception +5
Proficiency Bonus +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 15
Languages Deep Speech
Challenge 10 (5,900 XP)


Psychic Mirror. If the hulk takes psychic damage, each creature within 10 feet of the hulk takes that damage instead; the hulk takes none of the damage. In addition, the hulk's thoughts and location can't be discerned by magic.

ACTIONS

Multiattack. The hulk makes two slam attacks. If both attacks hit the same target, the target also takes 9 (2d8) psychic damage and must succeed on a DC 17 Constitution saving throw or be stunned until the end of the target's next turn.

Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Reaping Arms (Recharge 5–6). The hulk makes a separate slam attack against each creature within 10 feet of it. Each creature that is hit must also succeed on a DC 17 Dexterity saving throw or be knocked prone.


Star%20Spawn%20Hulk.png
Star Spawn Hulk from Mordenkainen's Tome of Foes.


Star Spawn Larva Mage[edit]

Medium aberration, chaotic evil


Armor Class 16 (natural armor)
Hit Points 168 (16d8 + 96)
Speed 30 ft.


STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 23 (+6) 18 (+4) 12 (+1) 16 (+3)

Saving Throws Dex +6, Wis +6, Cha +8
Skills Perception +6
Proficiency Bonus +5
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities psychic
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, restrained
Senses darkvision 60 ft., passive Perception 16
Languages Deep Speech
Challenge 16 (15,000 XP)


Innate Spellcasting. The larva mage's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: eldritch blast*, minor illusion

3/day: dominate monster

1/day: circle of death

  • 3 beams, +3 bonus to each damage roll

Return to Worms. When the larva mage is reduced to 0 hit points, it breaks apart into a swarm of insects in the same space. Unless the swarm is destroyed, the larva mage reforms from it 24 hours later.

ACTIONS

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 19 Constitution saving throw or be poisoned until the end of its next turn.

Plague of Worms (Recharge 6). Each creature other than a star spawn within 10 feet of the larva mage must make a DC 19 Dexterity saving throw. On a failure the target takes 22 (5d8) necrotic damage and is blinded and restrained by masses of swarming worms. The affected creature takes 22 (5d8) necrotic damage at the start of each of the larva mage's turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

REACTIONS

Feed on Weakness. When a creature within 20 feet of the larva mage fails a saving throw, the larva mage gains 10 temporary hit points.

LEGENDARY ACTIONS

The star spawn larva mage 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. The star spawn larva mage regains spent legendary actions at the start of its turn.

Cantrip (Costs 2 Actions). The larva mage casts one cantrip.

Slam (Costs 2 Actions). The larva mage makes one slam attack.

Feed (Costs 3 Actions). Each creature restrained by the larva mage's Plague of Worms takes 13 (3d8) necrotic damage, and the larva mage gains 6 temporary hit points.

Star%20Spawn%20Larva%20Mage.jpg
Star Spawn Larva Mage from Mordenkainen's Tome of Foes.


Star Spawn Mangler[edit]

Medium aberration, chaotic evil


Armor Class 14
Hit Points 71 (13d8 + 13)
Speed 40 ft., climb 40 ft.


STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 12 (+1) 11 (+0) 12 (+1) 7 (-2)

Saving Throws Dex +7, Con +4
Skills Stealth +7
Proficiency Bonus +3
Damage Resistances cold
Damage Immunities psychic
Condition Immunities charmed, frightened, prone
Senses darkvision 60 ft., passive Perception 11
Languages Deep Speech
Challenge 5 (1,800 XP)


Ambush. On the first round of each combat, the mangler has advantage on attack rolls against a creature that hasn't taken a turn yet.

Shadow Stealth. While in dim light or darkness, the mangler can take the Hide action as a bonus action.

ACTIONS

Multiattack. The mangler makes two claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the attack roll has advantage, the target also takes 7 (2d6) psychic damage.

Flurry of Claws (Recharge 4–6). The mangler makes six claw attacks against one target. Either before or after these attacks, it can move up to its speed as a bonus action without provoking opportunity attacks.


Star%20Spawn%20Mangler.png
Star Spawn Mangler from Mordenkainen's Tome of Foes.


Star Spawn Seer[edit]

Medium aberration, lawful evil


Armor Class 17 (natural armor)
Hit Points 153 (18d8 + 72)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 18 (+4) 22 (+6) 19 (+4) 16 (+3)

Saving Throws Dex +6, Int +11, Wis +9, Cha +8
Skills Perception +9
Proficiency Bonus +5
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities psychic
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 19
Languages Common, Deep Speech, Undercommon
Challenge 13 (10,000 XP)


Out-of-Phase Movement. The seer can move through other creatures and objects as if they were difficult terrain. Each creature it moves through takes 5 (1d10) psychic damage; no creature can take this damage more than once per turn. The seer takes 5 (1d10) force damage if it ends its turn inside an object.

ACTIONS

Multiattack. The seer makes two comet staff attacks or uses Psychic Orb twice.

Comet Staff. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage plus 18 (4d8) psychic damage, or 10 (1d8 + 6) bludgeoning damage plus 18 (4d8) psychic damage, if used with two hands, and the target must succeed on a DC 19 Constitution saving throw or be incapacitated until the end of its next turn.

Psychic Orb. Ranged Spell Attack: +11 to hit, range 120 feet, one target. Hit: 27 (5d10) psychic damage.

Collapse Distance (Recharge 6). The seer warps space around a creature it can see within 30 feet of it. That creature must make a DC 19 Wisdom saving throw. On a failed save, the target, along with any equipment it is wearing or carrying, is magically teleported up to 60 feet to an unoccupied space the seer can see, and all other creatures within 10 feet of the target's original space each takes 39 (6d12) psychic damage. On a successful save, the target takes 19 (3d12) psychic damage.

REACTIONS

Bend Space. When the seer would be hit by an attack, it teleports, exchanging positions with another star spawn it can see within 60 feet of it. The other star spawn is hit by the attack instead.

Star%20Spawn%20Seer.png
Star Spawn Seer from Mordenkainen's Tome of Foes.


Tsucora Quori[edit]

Medium aberration, lawful evil


Armor Class 16 (natural armor)
Hit Points 68 (8d8 + 32)
Speed 40 ft.


STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 18 (+4) 14 (+2) 14 (+2) 16 (+3)

Saving Throws Wis +5, Cha +6
Skills Insight +5, Perception +5
Proficiency Bonus +3
Damage Resistances psychic
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 15
Languages Common, Quori
Challenge 7 (2,900 XP)


Innate Spellcasting (Psionics). The quori's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no components:

At will: charm person

1/day: fear

ACTIONS

Multiattack. The quori makes three attacks: one pincer attack, one attack with its claws, and one stinger attack.

Pincer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature. The quori has two pincers, each of which can grapple one target.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) slashing damage.

Stinger. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 8 (1d10 + 3) piercing damage plus 10 (3d6) psychic damage, and the target must succeed on a DC 14 Wisdom saving throw or be frightened of the quori for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Possession (Recharge 6). One humanoid that the quori can see within 5 feet of it must succeed on a DC 14 Charisma saving throw or be possessed by the quori; the quori then disappears, and the target is incapacitated and loses control of its body. The quori now controls the body but doesn't deprive the target of awareness. The quori can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the quori ends it as a bonus action, or the quori is forced out by an effect like the dispel evil and good spell. When the possession ends, the quori reappears in an unoccupied space within 5 feet of the body. The target is immune to this quori's Possession for 24 hours after succeeding on the saving throw or after the possession ends.


Tsucora%20Quori.png
Tsucora Quori from Eberro: Rising from the Last War.


Ulitharid[edit]

Large aberration, lawful evil


Armor Class 15 (breastplate)
Hit Points 127 (17d10 + 34)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 15 (+2) 21 (+5) 19 (+4) 21 (+5)

Saving Throws Int +9, Wis +8, Cha +9
Skills Arcana +9, Insight +8, Perception +8, Stealth +5
Proficiency Bonus +4
Senses darkvision 120 ft., passivePerception 18
Languages Deep Speech, Undercommon, telepathy 2 miles
Challenge 9 (5,000 XP)


Creature Sense. The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.

Innate Spellcasting (Psionics). The ulitharid's innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate

1/day each: confusion, dominate monster, eyebite, feeblemind, mass suggestion, plane shift (self only), project image, scrying, telekinesis

Magic Resistance. The ulitharid has advantage on saving throws against spells and other magical effects.

Psionic Hub. If an elder brain establishes a psychic link with the ulitharid, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the ulitharid and the elder brain. The ulitharid can maintain its psychic link with the elder brain regardless of the distance between them, so long as they are both on the same plane of existence. If the ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required).

ACTIONS

Tentacles. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 27 (4d10 + 5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 14) and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated humanoid grappled by the ulitharid. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the ulitharid kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5–6). The ulitharid magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 31 (4d12 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Ulitharid.jpg
Ulitharid from Volo's Guide to Monsters.


Usagt[edit]

Medium aberration (shapeshifter), lawful neutral


Armor Class 12
Hit Points 97 (13d8 + 39)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 16 (+3) 15 (+2) 20 (+5) 12 (+1)

Saving Throws Int +5, Wis +8, Cha +4
Skills History +5, Insight +8, Perception +8, Performance +7, Stealth +5
Proficiency Bonus +3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 100 ft., passive Perception 18
Languages all, telepathy 30 ft.
Challenge 5 (1,800 XP)


'Shapechanger. The usagt can use its action to polymorph into a Small, Medium, or Large humanoid it has seen in person or telepathically, or back into its true form. Its statistics, other than its size, are the same in each form. While polymorphed, the usagt is not invisible. Its new form appears to wear clothes, carry equipment, and even wield weapons, but these are all parts of the usagt itself; they vanish if dropped or removed from the creature. It can't activate, use, wield, or otherwise benefit from any of its apparent equipment. It reverts to its true form if it dies.

Innate Spellcasting. The usagt's innate spellcasting ability is Charisma (spell save DC 15). It can cast the following spells, requiring no spell components:

At will: banishment, detect thoughts, disguise self

Invisibility. The usagt's true form is invisible.

ACTIONS

Multiattack. The usagt makes two attacks with its claws.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage plus 11 (2d6 + 4) psychic damage.

Personal Insight. The usagt targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the usagt‘s Wisdom (Insight) check.

The target has advantage on the roll if it is immune to being charmed. A target can choose to fail this check.

If the usagt wins, it magically learns the identity of a creature from the target's past, someone the target wishes it could speak to again or with whom the target has left something unsaid. If somehow no such creature exists in the target's past, the usagt learns that instead.

REACTIONS

Invisibility Response (Recharges When the Usagt Uses Its Shapechanger Ability). When the usagt takes damage, it can choose to revert to its default, invisible form and move up to 15 feet without provoking opportunity attacks.


Vampiric Ixitxachitl[edit]

Medium aberration, chaotic evil


Armor Class 16 (natural armor)
Hit Points 44 (8d8 + 8)
Speed 0 ft., swim 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 13 (+1) 12 (+1) 13 (+1) 7 (-2)

Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 11
Languages Abyssal, Ixitxachitl
Challenge 2 (450 XP)


ACTIONS

Vampiric Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. The target must succeed on a DC 11 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the ixitxachitl regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

REACTIONS

Barbed Tail. When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Ixitxachitl.png
Ixitxachitl from Out of the Abyss.


Vampiric Ixitxachitl Cleric[edit]

Medium aberration, chaotic evil


Armor Class 16 (natural armor)
Hit Points 44 (8d8 + 8)
Speed 0 ft., swim 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 13 (+1) 12 (+1) 13 (+1) 7 (-2)

Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 11
Languages Abyssal, Ixitxachitl
Challenge 2 (450 XP)


Spellcasting. The ixitxachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (Spell save DC 11, +3 to hit with spell attacks). The ixitxachitl has the following cleric spells prepared:

Cantrips (at will): guidance, thaumaturgy

1st level (4 slots): charm person, create or destroy water

2nd level (3 slots): hold person, silence

3rd level (2 slots): dispel magic, tongues

ACTIONS

Vampiric Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. The target must succeed on a DC 11 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the ixitxachitl regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

REACTIONS

Barbed Tail. When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Ixitxachitl.png
Ixitxachitl from Out of the Abyss.


Woe Strider[edit]

Large monstrosity, chaotic evil


Armor Class 17 (natural armor)
Hit Points 110 (13d10 + 39)
Speed 40 ft., climb 40 ft.


STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 8 (-1) 14 (+2) 14 (+2)

Skills Intimidation +5, Perception +5
Proficiency Bonus +3
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 15
Languages telepathy 120 ft.
Challenge 7 (2,900 XP)


Antimagic Cone. The woe strider's open mouth creates an area of antimagic, as in the antimagic field spell, in a 60-foot cone. At the start of each of its turns, the woe strider decides which way the cone faces and whether its mouth is open or closed

ACTIONS

Multiattack. The woe strider makes two claw attacks and one bite attack. If both claws hit the same creature, the target is grappled (escape DC 14).

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) psychic damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature that is grappled, incapacitated, or restrained. Hit: 13 (2d8 + 4) piercing damage plus 16 (3d10) psychic damage. In addition, each magic item the creature is carrying that isn't an artifact has its magical properties suppressed for 1 minute.


Woe%20Strider.jpg
Woe Strider from Mythic Odysseys of Theros.


Xanathar[edit]

Large aberration, lawful evil


Armor Class 18 (natural armor)
Hit Points 180 (19d10 + 76)
Speed 0 ft., fly 20 ft. (hover)


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 18 (+4) 17 (+3) 15 (+2) 17 (+3)

Saving Throws Int +8, Wis +7, Cha +8
Skills Perception +12
Proficiency Bonus +5
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 22
Languages Deep Speech, Undercommon
Challenge 13 or 14 when encountered in lair (10,000 or 11,500 XP)


Special Equipment. Xanathar wears a ring of invisibility, a ring of mind shielding, and a ring of resistance (force).

Antimagic Cone. Xanathar's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, Xanathar decides which way the cone faces and whether the cone is active. The area works against Xanathar's own eye rays.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Eye Rays. Xanathar shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

  1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by Xanathar for 1 hour, or until Xanathar harms the creature.
  2. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  4. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  5. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
  6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or Xanathar moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of Xanathar's next turn or until Xanathar is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. Xanathar can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
  7. Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
  8. Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
  9. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.

If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.

  1. Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.


LEGENDARY ACTIONS

Xanathar can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature's turn. Xanathar regains spent legendary actions at the start of its turn.

Eye Ray. Xanathar uses one random eye ray.

LAIR ACTIONS

When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:

  • A 50-foot-square area of ground within 120 feet of the beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
  • Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
  • An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. The eye then closes and disappears.

The beholder can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.

REGIONAL EFFECTS

A region containing a beholder's lair is warped by the creature's unnatural presence, which creates one or more of the following effects:

  • Creatures within 1 mile of the beholder's lair sometimes feel as if they're being watched when they aren't.
  • When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren't on anyone's person.

If the beholder dies, these effects fade over the course of 1d10 days.

Xanathar.png
Xanathar from Waterdeep: Dragon Heist.


Xazax the Eyemonger[edit]

Large aberration, lawful evil


Armor Class 18 (natural armor)
Hit Points 180 (19d10 + 76)
Speed 0 ft., fly 20 ft. (hover)


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 18 (+4) 17 (+3) 15 (+2) 17 (+3)

Saving Throws Int +8, Wis +7, Cha +8
Skills Perception +12
Proficiency Bonus +5
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 22
Languages Deep Speech, Undercommon
Challenge 13 or 14 when encountered in lair (10,000 or 11,500 XP)


Antimagic Cone. Xazax's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, Xazax decides which way the cone faces and whether the cone is active. The area works against Xazax's own eye rays.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Eye Rays. Xazax shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

  1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by Xazax for 1 hour, or until Xazax harms the creature.
  2. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  4. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  5. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
  6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or Xazax moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of Xazax's next turn or until Xazax is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. Xazax can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
  7. Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
  8. Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
  9. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
  10. Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.


LEGENDARY ACTIONS

Xazax can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature's turn. Xazax regains spent legendary actions at the start of its turn.

Eye Ray. Xazax uses one random eye ray.

Xazax%20the%20Eyemonger.png
Xazax the Eyemonger from Out of the Abyss.


Ygorl, Lord of Entropy[edit]

Large aberration, chaotic neutral


Armor Class 20 (natural armor)
Hit Points 325 (26d10 + 182)
Speed 40 ft., climb 40 ft., swim 40 ft.


STR DEX CON INT WIS CHA
24 (+7) 18 (+4) 24 (+7) 20 (+5) 16 (+3) 26 (+8)

Saving Throws Str +14, Con +14, Cha +15
Skills Arcana +12, Deception +15, Intimidation +15, Persuasion +15
Proficiency Bonus +7
Damage Resistances acid, cold, fire, lightning, thunder
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 13
Languages all, telepathy 120 ft.
Challenge 23 (50,000 XP)


Entropic Aura. Each creature that is not a construct or undead that ends its turn within 15 feet of Ygorl takes 14 (4d6) necrotic damage.

Innate Spellcasting. Ygorl's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: blight, blink, chaos bolt*, detect magic, fly, shield

3/day each: circle of death, enervation*, symbol (discord only)

2/day each: finger of death, harm, mental prison*

1/day each: power word kill, power word stun, symbol (death only), weird

  • *Spell from Xanathar's Guide to Everything

Legendary Resistance (3/Day). If Ygorl fails a saving throw, it can choose to succeed instead.

Magic Resistance. Ygorl has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. Ygorl makes three attacks: two with its scythe, and one with its Entropic Touch.

Scythe. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 18 (2d10 + 7) slashing damage plus 19 (3d12) necrotic damage. Any creature reduced to 0 hit points by this attack dies, with its body and everything it is wearing and carrying, except magic items, exploding into a cloud of ash. The creature can be restored to life only by means of a wish spell.

Entropic Touch. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) necrotic damage, and the target must succeed on a DC 22 Constitution saving throw or gain one level of exhaustion.

Summon Slaadi (1/Day). Ygorl summons 1d4 + 1 death slaadi. A summoned slaad appears in an unoccupied space within 60 feet of Ygorl, acts as an ally of Ygorl, and can't summon other slaadi. It remains for 1 minute, until it or Ygorl dies, or until Ygorl dismisses it as an action.

Teleport. Ygorl teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.


LEGENDARY ACTIONS

Ygorl 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. Ygorl regains spent legendary actions at the start of its turn.

Scythe. Ygorl makes one attack with its scythe.

Teleport. Ygorl uses its Teleport action.

Call the Void (Costs 3 Actions). Each creature that is not a construct or undead within 30 feet of Ygorl must make a DC 22 Constitution saving throw against the lord of entropy's attempt to unmake life, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one. Ygorl then regains a number of hit points equal to half the total damage taken by all affected creatures.

Ygorl,%20Lord%20of%20Entropy.png
Ygorl, Lord of Entropy from Mordenkainen's Fiendish Folio.


Beast[edit]

Beast of the Land[edit]

Medium beast, unaligned


Armor Class 13 + PB (natural armor)
Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
Speed 40 ft., climb 40 ft.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)

Proficiency Bonus equals your bonus
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge — (— XP)


Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

ACTIONS

Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.


Beast%20of%20the%20Land.png
Beast of Land from Tasha's Cauldron of Everything.


Beast of the Sea[edit]

Medium beast, unaligned


Armor Class 13 + PB (natural armor)
Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
Speed 5 ft., swim 60 ft.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)

Proficiency Bonus equals your bonus
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge — (— XP)


Amphibious. The beast can breathe both air and water.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

ACTIONS

Binding Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB piercing damage or 1d6 + 2 + PB bludgeoning damage (your choice), and the target is grappled (escape DC equal to your spellcasting save DC). Until this grapple ends, the beast can't use this attack on another target.


Beast%20of%20the%20Sea.png
Beast of Sea from Tasha's Cauldron of Everything.


Beast of the Sky[edit]

Small beast, neutral


Armor Class 13 + PB (natural armor)
Hit Points 4 + four times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)
Speed 10 ft., fly 60 ft.


STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0)

Proficiency Bonus equals your bonus
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge — (— XP)


Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

ACTIONS

Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage


Beast%20of%20the%20Sky.png
Beast of Sky from Tasha's Cauldron of Everything.


Bestial Spirit[edit]

Small beast, unaligned


Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)


STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 4 (-3) 14 (+2) 5 (-3)

Senses darkvision 60 ft., passive perception 12
Languages understands the languages you speak
Challenge — (— XP)


Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.

Water Breathing (Water Only). The beast can breathe only underwater.

ACTIONS

Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).

Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.



Allosaurus[edit]

Large beast, unaligned


Armor Class 13 (natural armor)
Hit Points 51 (6d10 + 18)
Speed 60 ft.


STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 17 (+3) 2 (-4) 12 (+1) 5 (-3)

Skills Perception +5
Proficiency Bonus +2
Senses passive Perception 15
Languages
Challenge 2 (450 XP)


Pounce. If the allosaurus moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the allosaurus can make one bite attack against it as a bonus action.

ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.


Dinosaurs.png
Allosaurus from the Monster Manual.


Almiraj[edit]

Small beast, unaligned


Armor Class 13
Hit Points 3 (1d6)
Speed 50 ft.


STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 10 (+0) 2 (-4) 14 (+2) 10 (+0)

Skills Perception +4, Stealth +5
Proficiency Bonus +2
Senses darkvision 30 ft., passive Perception 14
Languages
Challenge 0 (0 or 10 XP)


Familiar. With the DM's permission, the find familiar spell can summon an almiraj.

Keen Senses. The almiraj has advantage on Wisdom (Perception) checks that rely on hearing or sight.

ACTIONS

Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.


Almiraj.jpg
Almiraj from Tomb of Annihilation.


Ammit[edit]

Huge beast, unaligned


Armor Class 14 (natural armor)
Hit Points 85 (9d12 + 27)
Speed 30 ft., swim 50 ft.


STR DEX CON INT WIS CHA
1 (-5) 9 (-1) 17 (+3) 2 (-4) 10 (+0) 7 (-2)

Skills Stealth +5
Proficiency Bonus +3
Senses passive Perception 10
Languages
Challenge 5 (1,800 XP)


Hold Breath. The ammit can hold its breath for 30 minutes.

ACTIONS

Multiattack. The ammit makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the ammit can't bite another target.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the ammit. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.


Ammit.png
Ammit from Plane Shift: Amonkhet.


Amphisbaena[edit]

Huge beast, unaligned


Armor Class 12
Hit Points 60 (8d12 + 8)
Speed 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4)

Skills Perception +2
Proficiency Bonus +2
Senses blindsight 10 ft., passive Perception 12
Languages
Challenge 3 (700 XP)


ACTIONS

Multiattack. The amphisbaena makes two attacks, only one of which can be a constrict attack.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.


b9355e2c6e0232015f133416d9d09de4--woodcut-tattoo-tattoo-.jpg
Amphisbaena from Tales from the Yawning Portal.


Ankylosaurus[edit]

Huge beast, unaligned


Armor Class 15 (natural armor)
Hit Points 68 (8d12 + 16)
Speed 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 15 (+2) 2 (-4) 12 (+1) 5 (-3)

Proficiency Bonus +2
Senses passive Perception 11
Languages
Challenge 3 (700 XP)


ACTIONS

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.


60132307bc5281e712535e4f9d66cb1a.jpg
Ankylosaurus from the Monster Manual.


Ape[edit]

Medium beast, unaligned


Armor Class 12
Hit Points 19 (3d8 + 6)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 7 (-2)

Skills Athletics +5, Perception +3
Proficiency Bonus +2
Senses passive Perception 13
Languages
Challenge 1/2 (100 XP)


ACTIONS

Multiattack. The ape makes two fist attacks.

Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.


Ape.png
Ape from the Monster Manual.


Armored Sabre-Toothed Tiger[edit]

Large beast, unaligned


Armor Class 17 (half plate armor)
Hit Points 52 (7d10 + 14)
Speed 40 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 3 (-4) 12 (+1) 8 (-1)

Skills Perception +3, Stealth +6
Proficiency Bonus +2
Senses passive Perception 13
Languages
Challenge 3 (700 XP)


Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.


Armored%20Saber-Toothed%20Tiger.png
Armored Sabre-Toothed Tiger from Curse of Strahd.


Aurochs[edit]

Large beast, unaligned


Armor Class 11 (natural armor)
Hit Points 38 (4d10 + 16)
Speed 50 ft.


STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 19 (+4) 2 (-4) 12 (+1) 5 (-3)

Skills passive Perception 11
Proficiency Bonus +2
Senses passive Perception 11
Languages
Challenge 2 (450 XP)


Charge. If the aurochs moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

ACTIONS

Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.


Aurochs.jpg
Aurochs from Volo's Guide to Monsters.


Awakened Brown Bear[edit]

Large beast, unaligned


Armor Class 11 (natural armor)
Hit Points 34 (4d10 + 12)
Speed 40 ft., climb 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 10 (+0) 13 (+1) 7 (-2)

Skills Perception +3
Proficiency Bonus +2
Senses passive Perception 13
Languages one language known by its creator
Challenge 1 (200 XP)


Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. 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.


Awakened%20Brown%20Bear.png
Awakened Brown Bear from Waterdeep: Dungeon of the Mad Mage.


Awakened Elk[edit]

Large beast, unaligned


Armor Class 10
Hit Points 13 (2d10 + 2)
Speed 50 ft.


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 6 (-2)

Proficiency Bonus +2
Senses passive Perception 10
Languages one language known by its creator
Challenge 1/4 (50 XP)


Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

ACTIONS

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.



Awakened Giant Wasp[edit]

Medium beast, unaligned


Armor Class 12
Hit Points 13 (3d8)
Speed 10 ft., fly 50 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 3 (-4)

Proficiency Bonus +2
Senses passive Perception 10
Languages one language known by its creator
Challenge 1/2 (100 XP)


ACTIONS

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.


Awakened%20Giant%20Wasp.png
Awakened Giant Wasp from Waterdeep: Dungeon of the Mad Mage.


Awakened Rat[edit]

Tiny beast, unaligned


Armor Class 10
Hit Points 1 (1d4 - 1)
Speed 20 ft.


STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 9 (-1) 10 (+0) 10 (+0) 4 (-3)

Proficiency Bonus +2
Senses darkvision 30 ft., passive Perception 10
Languages Common
Challenge 0 (0 or 10 XP)


Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


Awakened%20Rat.png
Awakened Rat from Waterdeep: Dragon Heist.


Awakened White Moose[edit]

Large beast, neutral evil


Armor Class 11 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 40 ft.


STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 16 (+3) 10 (+0) 12 (+1) 6 (-2)

Proficiency Bonus +2
Senses passive Perception 11
Languages Druidic
Challenge 3 (700 XP)


Charge. If the moose moves at least 20 feet straight toward a target and then hits it with an antlers attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Sure-Footed. The moose has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

ACTIONS

Multiattack. The moose makes two attacks: one with its antlers and one with its hooves.

Antlers. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.


Awakened%20White%20Moose.png
Awakened White Moose from Icewind Dale: Rhyme of the Frostmaiden.


Axe Beak[edit]

Large beast, unaligned


Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 50 ft.


STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 2 (-4) 10 (+0) 5 (-3)

Proficiency Bonus +2
Senses passive Perception 10
Languages
Challenge 1/4 (50 XP)


ACTIONS

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.


Axe%20Beak.png
Axe Beak from the Monster Manual.


Baboon[edit]

Small beast, unaligned


Armor Class 12
Hit Points 3 (1d6)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 11 (+0) 4 (-3) 12 (+1) 6 (-2)

Proficiency Bonus +2
Senses passive Perception 11
Languages
Challenge 0 (0 or 10 XP)


Pack Tactics. The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.


Baboon.png
Baboon from the Monster Manual.


Badger[edit]

Tiny beast, unaligned


Armor Class 10
Hit Points 3 (1d4 + 1)
Speed 20 ft., burrow 5 ft.


STR DEX CON INT WIS CHA
4 (-3) 11 (+0) 12 (+1) 2 (-4) 12 (+1) 5 (-3)

Proficiency Bonus +2
Senses darkvision 30 ft., passive Perception 11
Languages
Challenge 0 (0 or 10 XP)


Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


Badger.png
Badger from the Monster Manual.


Barnacle Bess[edit]

Medium beast, lawful neutral


Armor Class 15 (natural armor)
Hit Points 13 (3d8)
Speed 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 11 (+0) 10 (+0) 9 (-1) 3 (-4)

Skills Stealth +4
Proficiency Bonus +2
Senses blindsight 30 ft., passive Perception 9
Languages Common
Challenge 1/8 (50 XP)


Amphibious. Bess can breathe air and water.

ACTIONS

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). Bess has two claws, each of which can grapple only one target.


Barnacle%20Bess.png
Barnacle Bess from Ghosts of Saltmarsh.


Bat[edit]

Tiny beast, unaligned


Armor Class 12
Hit Points 1 (1d4 - 1)
Speed 5 ft., fly 30 ft.


STR DEX CON INT WIS CHA
2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3)

Proficiency Bonus +2
Senses blindsight 60 ft., passive Perception 11
Languages
Challenge 0 (0 or 10 XP)


Echolocation. The bat can't use its blindsight while deafened.

Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

ACTIONS

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.


Bat.png
Bat from the Monster Manual.


Bhaal, Ravager[edit]

Huge beast, lawful evil


Armor Class 20 (natural armor)
Hit Points 351 (26d12 + 182)
Speed 40 ft.


STR DEX CON INT WIS CHA
28 (+9) 24 (+7) 24 (+7) 14 (+2) 16 (+3) 14 (+2)

Saving Throws Str +16, Dex +14, Cha +9
Skills Athletics +16, Perception +10, Stealth +14
Proficiency Bonus +7
Damage Resistances necrotic
Damage Immunities acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious
Senses darkvision 120 ft., truesight 60 ft., passive Perception 20
Languages Abyssal, Common, Primordial, Undercommon
Challenge 4 (62,000 XP)


Avatar of Bhaal. When the ravager drops to 0 hit points, its form fractures. Within the next 24 hours, it will reappear in its slayer form within 2d6 miles of where the ravager form fell.

Cull the Weak. When the ravager damages a creature with a melee attack and the target is left with 20 or fewer remaining hit points, the creature must make a DC 21 Constitution saving throw or be reduced to 0 hit points.

Immutable Form. The ravager is immune to any spell or effect that would alter its form.

Legendary Resistance (3/Day). If the ravager fails a saving throw, it can choose to succeed instead.

Magic Resistance. The ravager has advantage on saving throws against spells and other magical effects.

Magic Weapons. The ravager's claw, bite, and spine attacks are magical.

Spiked Hide. At the start of each of its turns, the ravager deals 16 (3d10) piercing damage to any creature grappling it or being grappled by it.

ACTIONS

Multiattack. The ravager uses its Fear aura (if available) and then makes one bite attack and two claw attacks or two spine attacks.

Claw. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 22 (3d8 + 9) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 21 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.

Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 25 (3d10 + 9) piercing damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 21 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic. Large or smaller creatures damaged by this attack are grappled (escape DC 20) and the ravager cannot make another Bite attack until this grapple ends.

Spines. Ranged Weapon Attack: +14 to hit, range 60/120 ft., one target. Hit: 17 (3d6 + 7) piercing damage. If the target fails a DC 19 Constitution saving throw, they are stunned until the end of their next turn.


LEGENDARY ACTIONS

The ravager 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. The ravager regains spent legendary actions at the start of its turn.

Detect. The ravager makes a Wisdom (Perception) check.

Smash. The ravager smashes the ground and creates a thunderwave. Any creature in a 10-foot cube originating from the ravager must make a Constitution saving throw against DC 20. On a failed save, the creature suffers 36 (8d8) thunder and is pushed 5 feet away from the ravager. On a successful save, the creature takes half damage and is not pushed. The soundwave produced by this attack can be heard up to 100 feet away.

Spiky Carapace (Costs 2 Actions). The ravager flares its numerous spines and they elongate. Any creature that starts their turn within 5 feet of ravager must make a DC 21 Dexterity saving throw or suffer 44 (8d10) piercing damage. The damage is halved with a successful save.


Black Bear[edit]

Medium beast, unaligned


Armor Class 11 (natural armor)
Hit Points 19 (3d8 + 6)
Speed 40 ft., climb 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 7 (-2)

Skills Perception +3
Proficiency Bonus +2
Senses passive Perception 13
Languages
Challenge 1/2 (100 XP)


Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.


Black%20Bear.png
Black Bear from the Monster Manual.


Blood Hawk[edit]

Small beast, unaligned


Armor Class 12
Hit Points 7 (2d6)
Speed 10 ft., fly 60 ft.


STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 10 (+0) 3 (-4) 14 (+2) 5 (-3)

Skills Perception +4
Proficiency Bonus +2
Senses passive Perception 14
Languages
Challenge 1/8 (25 XP)


Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.

Pack Tactics. The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.


Blood%20Hawk.png
Blood Hawk from the Monster Manual.


Boar[edit]

Medium beast, unaligned


Armor Class 11 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 40 ft.


STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)

Proficiency Bonus +2
Senses passive Perception 9
Languages
Challenge 1/4 (50 XP)


Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

ACTIONS

Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.


Boar.png
Boar from the Monster Manual.


Bristled Moorbounder[edit]

Large beast, unaligned


Armor Class 15 (natural armor)
Hit Points 52 (7d10 + 14)
Speed 70 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 2 (-4) 13 (+1) 5 (-3)

Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 11
Languages
Challenge 3 (700 XP)


Bladed Hide. At the start of each of its turns, the moorbounder deals 5 (2d4) piercing damage to any creature grappling it.

Standing Leap. The moorbounder's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.

ACTIONS

Multiattack. The moorbounder makes two attacks: one with its blades and one with its claws.

Blades. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) slashing damage.


Bristled%20Moorbounder.png
Bristled Moorbounder from Explorer's Guide to Wildemount.


Brontosaurus[edit]

Gargantuan beast, unaligned


Armor Class 15 (natural armor)
Hit Points 121 (9d20 + 27)
Speed 30 ft.


STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 17 (+3) 2 (-4) 10 (+0) 7 (-2)

Saving Throws Con +6
Proficiency Bonus +3
Senses passive Perception 10
Languages
Challenge 5 (1,800 XP)


ACTIONS

Stomp. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 27 (5d8 + 5) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.

Tail. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 32 (6d8 + 5) bludgeoning damage.


Brontosaurus.png
Brontosaurus from https://5e.tools/bestiary.html#brontosaurus_vgm Volo's Guide to Monsters].


Brown Bear[edit]

Medium beast, unaligned


Armor Class 11 (natural armor)
Hit Points 30 (4d8 + 12)
Speed 40 ft., climb 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)

Skills Perception +3
Proficiency Bonus +2
Senses passive Perception 13
Languages
Challenge 1 (200 XP)


Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. 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.


Brown%20Bear.png
Brown Bear from the Monster Manual.


Camel[edit]

Large beast, unaligned


Armor Class 9
Hit Points 15 (2d10 + 4)
Speed 50 ft.


STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 2 (-4) 8 (-1) 5 (-3)

Proficiency Bonus +2
Senses passive Perception 9
Languages
Challenge 1/8 (25 XP)


ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.


Camel.png
Camel from the Monster Manual.


Cat[edit]

Tiny beast, unaligned


Armor Class 12
Hit Points 2 (1d4)
Speed 40 ft., climb 30 ft.


STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +3, Stealth +4
Proficiency Bonus +2
Senses passive Perception 13
Languages
Challenge 0 (0 or 10 XP)


Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.


Cat.png
Cat from the Monster Manual.


Cave Badger[edit]

Medium beast, unaligned


Armor Class 12 (natural armor)
Hit Points 13 (2d8 + 4)
Speed 30 ft., burrow 15 ft.


STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 15 (+2) 2 (-4) 12 (+1) 5 (-3)

Proficiency Bonus +2
Senses darkvision 30 ft., tremorsense 60 ft., passive Perception 11
Languages
Challenge 1/4 (50 XP)


Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

Multiattack. The badger makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.



Cave Bear[edit]

Large beast, unaligned


Armor Class 12 (natural armor)
Hit Points 42 (5d10 + 15)
Speed 40 ft., swim 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)

Skills Perception +3
Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 13
Languages
Challenge 2 (450 XP)


Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.


Cave%20Bear.png
Cave Bear from the Monster Manual.


Cerodon[edit]

Huge beast, unaligned


Armor Class 13 (natural armor)
Hit Points 126 (11d12 + 55)
Speed 40 ft.


STR DEX CON INT WIS CHA
24 (+7) 9 (-1) 21 (+5) 3 (-4) 11 (+0) 6 (-2)

Proficiency Bonus +3
Senses passive Perception 10
Languages
Challenge 6 (2,300 XP)


Siege Monster. The cerodon deals double damage to objects and structures.

Trampling Charge. If the cerodon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the cerodon can make one stomp attack against it as a bonus action.

ACTIONS

Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.

Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage


Cerodon.png
Cerodon from Plane Shift: Amonkhet.


Chimeric Baboon[edit]

Small beast, unaligned


Armor Class 12
Hit Points 3 (1d6)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 11 (+0) 4 (-3) 12 (+1) 6 (-2)

Proficiency Bonus +2
Senses passive Perception 11
Languages
Challenge 0 (0 or 10 XP)


Pack Tactics. The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage, plus an extra 3 (1d6) poison damage.



Chimeric Cat[edit]

Tiny beast, unaligned


Armor Class 12
Hit Points 2 (1d4)
Speed 40 ft., climb 30 ft.


STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +3, Stealth +4
Proficiency Bonus +2
Senses blindsight 60 ft., tremorsense 60 ft., passive Perception 13
Languages
Challenge 0 (0 or 10 XP)


Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.



Chimeric Fox[edit]

Tiny beast, unaligned


Armor Class 13
Hit Points 2 (1d4)
Speed 30 ft., burrow 5 ft.


STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 11 (+0) 3 (-4) 12 (+1) 6 (-2)

Skills Perception +3, Stealth +5
Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 13
Languages
Challenge 0 (0 or 10 XP)


Chimeric Creation. The fox has fur that changes color to match its surroundings, giving it advantage on Dexterity (Stealth) checks.

Keen Hearing. The fox has advantage on Wisdom (Perception) checks that rely on hearing.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.



Chimeric Hare[edit]

Tiny beast, unaligned


Armor Class 13
Hit Points 1 (1d4 - 1)
Speed 20 ft., burrow 5 ft., fly 30 ft.


STR DEX CON INT WIS CHA
1 (-5) 17 (+3) 9 (-1) 2 (-4) 11 (+0) 4 (-3)

Skills Perception +2, Stealth +5
Proficiency Bonus +2
Senses passive Perception 12
Languages
Challenge 0 (0 or 10 XP)


Escape. The hare can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.




Chimeric Rat[edit]

Tiny beast, unaligned


Armor Class 10
Hit Points 1 (1d4 - 1)
Speed 20 ft.


STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 4 (-3)

Proficiency Bonus +2
Senses darkvision 30 ft., passive Perception 10
Languages
Challenge 0 (0 or 10 XP)


Chimeric Creation. The rat has gills, iridescent scales, and the ability to breathe air and water.

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.



Chimeric Weasel[edit]

Tiny beast, unaligned


Armor Class 13
Hit Points 1 (1d4 - 1)
Speed 30 ft.


STR DEX CON INT WIS CHA
3 (-4) 16 (+3) 8 (-1) 2 (-4) 12 (+1) 3 (-4)

Skills Perception +3, Stealth +5
Proficiency Bonus +2
Senses passive Perception 13
Languages
Challenge 0 (0 or 10 XP)


Chimeric Creation. The weasel has glowing eyes that emit bright light out in a 20-foot radius and dim light for an additional 20 feet.

Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.



Clawfoot[edit]

Medium beast, unaligned


Armor Class 13
Hit Points 19 (3d8 + 6)
Speed 40 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 4 (-3) 12 (+1) 10 (+0)

Skills Perception +3, Stealth +5
Proficiency Bonus +2
Senses passive Perception 13
Languages
Challenge 1 (200 XP)


Pack Tactics. The clawfoot has advantage on an attack roll against a creature if at least one of the clawfoot's allies is within 5 feet of the creature and the ally isn't incapacitated.

Pounce. If the clawfoot moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 11 Strength saving throw or be knocked prone. If the target is prone, the clawfoot can make one bite attack against it as a bonus action.

ACTIONS

Multiattack. The clawfoot makes two attacks: one with its bite and one with its claws.

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: 7 (1d8 + 3) slashing damage.



Constrictor Snake[edit]

Large beast, unaligned


Armor Class 12
Hit Points 13 (2d10 + 2)
Speed 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4)

Proficiency Bonus +2
Senses blindsight 10 ft., passive Perception 10
Languages
Challenge 1/4 (50 XP)


ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.

Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.


Constrictor%20Snake.png
Constrictor Snake from the Monster Manual.


Cow[edit]

Large beast, unaligned


Armor Class 10
Hit Points 15 (2d10 + 4)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 14 (+2) 2 (-4) 10 (+0) 4 (-3)

Proficiency Bonus +2
Senses passive Perception 10
Languages
Challenge 1/4 (50 XP)


Charge. If the cow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.

ACTIONS

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.



Crab[edit]

Tiny beast, unaligned


Armor Class 11 (natural armor)
Hit Points 2 (1d4)
Speed 20 ft., swim 20 ft.


STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 2 (-4)

Skills Stealth +2
Proficiency Bonus +2
Senses blindsight 30 ft., passive Perception 9
Languages
Challenge 0 (0 or 10 XP)


Amphibious. The crab can breathe air and water.

ACTIONS

Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.


Crab.png
Crab from the Monster Manual.


Cranium Rat[edit]

Tiny beast, lawful evil


Armor Class 12
Hit Points 2 (1d4)
Speed 30 ft.


STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 10 (+0) 4 (-3) 11 (+0) 8 (-1)

Proficiency Bonus +2
Senses darkvision 30 ft., passive Perception 10
Languages telepathy 30 ft.
Challenge 0 (0 or 10 XP)


Illumination. As a bonus action, the cranium rat can shed dim light from its brain in a 5-foot radius or extinguish the light.

Telepathic Shroud. The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


Cranium%20Rat.jpg
Cranium Rat from Volo's Guide to Monsters.


Crocodile[edit]

Large beast, unaligned


Armor Class 12 (natural armor)
Hit Points 123 (19d10 + 19)
Speed 20 ft., swim 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

Skills Stealth +2
Proficiency Bonus +2
Senses passive Perception 10
Languages
Challenge 1/2 (100 XP)


Hold Breath. The crocodile can hold its breath for 15 minutes.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target


Crocodile.png
Crocodile from the Monster Manual.


Crow[edit]

Tiny beast, unaligned


Armor Class 12
Hit Points 1 (1d4 - 1)
Speed 10 ft., fly 50 ft.


STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-2)

Skills Perception +3
Proficiency Bonus +2
Senses passive Perception 13
Languages
Challenge 0 (0 or 10 XP)


Mimicry. The crow can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

ACTIONS

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.



Deep Rothé[edit]

Medium beast, unaligned


Armor Class 10
Hit Points 13 (2d8 + 4)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 14 (+2) 2 (-4) 10 (+0) 4 (-3)

Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 1/4 (50 XP)


Charge. If the rothé moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.

Innate Spellcasting. The deep rothé's spellcasting ability is Charisma. It can innately cast dancing lights at will, requiring no components.

ACTIONS

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.


Deep%20Rothe.png
Deep Rothé from Volo's Guide to Monsters.


Deep Spider[edit]

Huge beast, unaligned


Armor Class 15 (natural armor)
Hit Points 95 (10d12 + 30)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 6 (-2) 12 (+1) 4 (-3)

Skills Stealth +8
Proficiency Bonus +3
Senses tremorsense 60 ft., passive Perception 11
Languages
Challenge 7 (2,900 XP)


Spider Climb. The deep spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the deep spider knows the exact location of any other creature in contact with the same web.

Web Walker. The deep spider ignores movement restrictions caused by webbing.

ACTIONS

Multiattack. The deep spider makes two foreleg attacks and one bite attack.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Foreleg. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage.



Deer[edit]

Medium beast, unaligned


Armor Class 13
Hit Points 4 (1d8)
Speed 50 ft.


STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 11 (+0) 2 (-4) 14 (+2) 5 (-3)

Proficiency Bonus +2
Senses passive Perception 12
Languages
Challenge 0 (0 or 10 XP)


ACTIONS

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.


Deer.png
Deer from the Monster Manual.


Deinonychus[edit]

Medium beast, unaligned


Armor Class 13 (natural armor)
Hit Points 26 (4d8 + 8)
Speed 40 ft.


STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 14 (+2) 4 (-3) 12 (+1) 6 (-2)

Skills Perception +3
Proficiency Bonus +2
Senses passive Perception 13
Languages
Challenge 1 (200 XP)


Pounce. If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one bite attack against it as a bonus action.

ACTIONS

Multiattack. The deinonychus makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.


Deinonychus.png
Deinonychus from Volo's Guide to Monsters.


Diatryma[edit]

Large beast, unaligned


Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 50 ft.


STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 2 (-4) 10 (+0) 5 (-3)

Proficiency Bonus +2
Senses passive Perception 10
Languages
Challenge 1/4 (50 XP)


ACTIONS

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


Diatryma.png
Diatryma from Waterdeep: Dragon Heist.


Dimetrodon[edit]

Medium beast, unaligned


Armor Class 12 (natural armor)
Hit Points 19 (3d8 + 6)
Speed 30 ft., swim 20 ft.


STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 15 (+2) 2 (-4) 10 (+0) 5 (-3)

Skills Perception +2
Proficiency Bonus +2
Senses passive Perception 12
Languages
Challenge 1/4 (50 XP)


ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.


Dimetrodon.png
Dimetrodon from Volo's Guide to Monsters.


Dire Wolf[edit]

Large beast, unaligned


Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 50 ft.


STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 3 (-4) 15 (+2) 7 (-2)

Skills Perception +3, Stealth +4
Proficiency Bonus +2
Senses passive Perception 13
Languages
Challenge 1 (200 XP)


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 the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.


Dire%20Wolf.png
Dire Wolf from the Monster Manual.


Dolphin[edit]

Medium beast, unaligned


Armor Class 12 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 0 ft., swim 60 ft.


STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 13 (+1) 6 (-2) 12 (+1) 7 (-2)

Skills Perception +3
Proficiency Bonus +2
Senses blindsight 60 ft., passive Perception 13
Languages
Challenge 1/8 (25 XP)


Charge. If the dolphin moves at least 30 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage.

Hold Breath. The dolphin can hold its breath for 20 minutes.

ACTIONS

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.


Dolphin.png
Dolphin from Volo's Guide to Monsters.


Draft Horse[edit]

Large beast, unaligned


Armor Class 10
Hit Points 19 (3d10 + 3)
Speed 40 ft.


STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2)

Senses passive Perception 10
Languages
Challenge 1/4 (50 XP)


ACTIONS

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.


Draft%20Horse.png
Draft Horse from the Monster Manual.


Eagle[edit]

Small beast, unaligned


Armor Class 12
Hit Points 3 (1d6)
Speed 10 ft., fly 60 ft.


STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 10 (+0) 2 (-4) 14 (+2) 7 (-2)

Skills Perception +4
Proficiency Bonus +2
Senses passive Perception 14
Languages
Challenge 0 (0 or 10 XP)


Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

ACTIONS

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.


Eagle.png
Eagle from the Monster Manual.


Elder Giant Lizard[edit]

Huge beast, unaligned


Armor Class 14 (natural armor)
Hit Points 85 (9d12 + 27)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 17 (+3) 2 (-4) 10 (+0) 7 (-2)

Skills Stealth +5
Proficiency Bonus +3
Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 5 (1,800 XP)


Hold Breath. The lizard can hold its breath for 30 minutes.

ACTIONS

Multiattack. The lizard makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the lizard can't bite another target.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the lizard. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.



Elephant[edit]

Huge beast, unaligned


Armor Class 12 (natural armor)
Hit Points 76 (8d12 + 24)
Speed 40 ft.


STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 17 (+3) 3 (-4) 11 (+0) 6 (-2)

Proficiency Bonus +2
Senses passive Perception 10
Languages
Challenge 4 (1,100 XP)


Trampling Charge. If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.

ACTIONS

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.

Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.


Elephant.png
Elephant from the Monster Manual.


Elk[edit]

Large beast, unaligned


Armor Class 10
Hit Points 13 (2d10 + 2)
Speed 50 ft.


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 6 (-2)

Proficiency Bonus +2
Senses passive Perception 10
Languages
Challenge 1/4 (50 XP)


Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

ACTIONS

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.


Elk.png
Elk from the Monster Manual.


Enormous Tentacle[edit]

Huge beast, ualigned


Armor Class 12
Hit Points 60 (8d12 + 8)
Speed 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4)

Skills Perception +2
Proficiency Bonus +2
Senses blindsight 10 ft., passive Perception 12
Languages
Challenge 2 (450 XP)


Reach. The tentacle can reach anywhere in the room.

ACTIONS

Constrict. Melee Weapon Attack: +6 to hit, reach 35 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the tentacle can't constrict another target.


Enormous%20Tentacle.png
Enormous Tentacle from the Orrery of the Wanderer.


Falcon[edit]

Tiny beast, unaligned


Armor Class 13
Hit Points 1 (1d4 - 1)
Speed 10 ft., fly 60 ft.


STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 8 (-1) 2 (-4) 14 (+2) 6 (-2)

Skills Perception +4
Proficiency Bonus +2
Senses passive Perception 14
Languages
Challenge 0 (0 or 10 XP)


Keen Sight. The falcon has advantage on Wisdom (Perception) checks that rely on sight.

ACTIONS

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.



Fastieth[edit]

Medium beast, unaligned


Armor Class 14
Hit Points 9 (2d8)
Speed 50 ft.


STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 10 (+0) 4 (-3) 11 (+0) 4 (-3)

Proficiency Bonus +2
Senses passive Perception 10
Languages
Challenge 1/4 (50 XP)


Quickness (Recharge 5–6). The fastieth can take the Dodge action as a bonus action.

ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.



Fiendish Giant Spider[edit]

Medium beast, unaligned


Armor Class 13
Hit Points 11 (2d8 + 2)
Speed 40 ft., climb 40 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3)

Skills Perception +3, Stealth +7
Proficiency Bonus +2
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
Languages
Challenge 1/2 (100 XP)


Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

ACTIONS

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.


Fiendish%20Giant%20Spider.png
Fiendish Giant Spider from Out of the Abyss.


Fish[edit]

Tiny beast, unaligned


Armor Class 13
Hit Points 1 (1d4 - 1)
Speed 0 ft., swim 40 ft.


STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4)

Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 8
Languages
Challenge 0 (0 or 10 XP)


Water Breathing. The fish can breathe only underwater.



Fish.png
Fish from Ghosts of Saltmarsh.


Flying Monkey[edit]

Small beast, unaligned


Armor Class 12
Hit Points 3 (1d6)
Speed 30 ft., climb 20 ft., fly 30 ft.


STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 11 (+0) 5 (-3) 12 (+1) 6 (-2)

Proficiency Bonus +2
Senses passive Perception 11
Languages
Challenge 0 (0 or 10 XP)


Familiar. With the DM's permission, the find familiar spell can summon a flying monkey.

Pack Tactics. The flying monkey has advantage on an attack roll against a creature if at least one of the monkey's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target Hit: 1 (1d4 - 1) piercing damage.


Flying%20Monkey.png
Flying Monkey from Tomg of Annihilation.


Flying Snake[edit]

Tiny beast, unaligned


Armor Class 14
Hit Points 5 (2d4)
Speed 30 ft., fly 60 ft., swim 30 ft.


STR DEX CON INT WIS CHA
4 (-3) 18 (+4) 11 (+0) 2 (-4) 12 (+1) 5 (-3)

Proficiency Bonus +2
Senses blindsight 10 ft., passive Perception 11
Languages
Challenge 1/8 (25 XP)


Flyby. The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.

ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.


Flying%20Snake.jpg
Flying Snake from the Monster Manual.


Fox[edit]

Tiny beast, unaligned


Armor Class 13
Hit Points 2 (1d4)
Speed 30 ft., burrow 5 ft.


STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 11 (+0) 3 (-4) 12 (+1) 6 (-2)

Skills Perception +3, Stealth +5
Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 13
Languages
Challenge 0 (0 or 10 XP)


Keen Hearing. The fox has advantage on Wisdom (Perception) checks that rely on hearing.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.



Frilled Deathspitter[edit]

Small beast, unaligned


Armor Class 13 (natural armor)
Hit Points 18 (4d6 + 4)
Speed 40 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 4 (-3) 12 (+1) 6 (-2)

Skills Perception +3
Proficiency Bonus +2
Senses passive Perception 13
Languages
Challenge 1/2 (100 XP)


ACTIONS

Multiattack. The deathspitter makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Spit Poison. Ranged Weapon Attack: +5 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 13 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw is blinded until the end of the deathspitter's next turn.


Frilled%20Deathspitter.png
Frilled Deathspitter from Plane Shift: Ixalan.


Frog[edit]

Tiny beast, unaligned


Armor Class 11
Hit Points 1 (1d4 - 1)
Speed 20 ft., swim 20 ft.


STR DEX CON INT WIS CHA
1 (-5) 13 (+1) 8 (-1) 1 (-5) 8 (-1) 3 (-4)

Skills Perception +1, Stealth +3
Proficiency Bonus +2
Senses darkvision 30 ft., passive Perception 11
Languages
Challenge 0 (0 or 10 XP)


Amphibious. The frog can breathe air and water.

Standing Leap. The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.



Frog.jpg
Frog from the Monster Manual.


Giant Ape[edit]

Giant Badger[edit]

Giant Bat[edit]

Giant Boar[edit]

Giant Canary[edit]

Giant Centipede[edit]

Giant Constrictor Snake[edit]

Giant Coral Snake[edit]

Giant Crab[edit]

Giant Crayfish[edit]

Giant Crocodile[edit]

Giant Dragonfly[edit]

Giant Eagle[edit]

Giant Elk[edit]

Giant Fire Beetle[edit]

Giant Fly[edit]

Giant Frog[edit]

Giant Goat[edit]

Giant Hyena[edit]

Giant Lightning Eel[edit]

Giant Lizard[edit]

Giant Octopus[edit]

Giant Owl[edit]

Giant Poisonous Snake[edit]

Giant Rat[edit]

Giant Raven[edit]

Giant Riding Lizard[edit]

Giant Rocktopus[edit]

Giant Scorpion[edit]

Giant Sea Eel[edit]

Giant Sea Horse[edit]

Giant Shark[edit]

Giant Snail[edit]

Giant Snapping Turtle[edit]

Giant Spider[edit]

Giant Subterranean Lizard[edit]

Giant Swan[edit]

Giant Toad[edit]

Giant Vulture[edit]

Giant Walrus[edit]

Giant Wasp[edit]

Giant Weasel[edit]

Giant White Moray Eel[edit]

Giant Wolf Spider[edit]

Goat[edit]

Golden Stag[edit]

Hadrosaurus[edit]

Hare[edit]

Hawk[edit]

Hellwasp Grub[edit]

Huge Giant Crab[edit]

Huge Polar Bear[edit]

Hulking Crab[edit]

Hunter Shark[edit]

Hyena[edit]

Ice Spider[edit]

Ice Spider Queen[edit]

Jackal[edit]

Jaculi[edit]

Killer Whale[edit]

Knucklehead Trout[edit]

Lion[edit]

Lizard[edit]

Mammoth[edit]

Mastiff[edit]

Moorbounder[edit]

Mountain Goat[edit]

Mule[edit]

Octopus[edit]

Owl[edit]

Ox[edit]

Panther[edit]

Peacock[edit]

Pig[edit]

Pleisiosaurus[edit]

Poisonous Snake[edit]

Polar Bear[edit]

Pony[edit]

Pteranodon[edit]

Quetzalcoatlus[edit]

Quipper[edit]

Rat[edit]

Raven[edit]

Reef Shark[edit]

Reindeer[edit]

Relic Sloth[edit]

Huge beast, unaligned


Armor Class 13 (natural armor)
Hit Points 76 (8d12 + 24)
Speed 20 ft., climb 20 ft.


STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 17 (+3) 2 (-4) 12 (+1) 8 (-1)

Skills Perception +3
Proficiency Bonus +2
Senses passive Perception 13
Languages
Challenge 2 (450 XP)


ACTIONS

Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage, and the target is grappled (escape DC 15). The relic sloth can grapple no more than two targets at a time.

REACTIONS

Slow but Sturdy. When the relic sloth is subjected to an effect that would move it out of its current space or knock it prone, it is neither moved nor knocked prone.


Rhinoceros[edit]

Large beast, unaligned


Armor Class 11 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 40 ft.


STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 15 (+2) 2 (-4) 12 (+1) 6 (-2)

Proficiency Bonus +2
Senses passive Perception 11
Languages
Challenge 2 (450 XP)


Charge. If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

ACTIONS

Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.


Rhinoceros.png
Rhinoceros from the Monster Manual.


Riding Horse[edit]

Large beast, unaligned


Armor Class 10
Hit Points 13 (2d10 + 2)
Speed 60 ft.


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2)

Proficiency Bonus +2
Senses passive Perception 10
Languages
Challenge 1/4 (50 XP)


ACTIONS

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.


Riding%20Horse.png
Riding Horse from the Monster Manual.


River Serpent[edit]

Huge beast, unaligned


Armor Class 12
Hit Points 60 (8d12 + 8)
Speed 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4)

Skills Perception +2
Proficiency Bonus +2
Senses blindsight 10 ft., passive Perception 12
Languages
Challenge 2 (450 XP)


ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the serpent can't constrict another target.


River%20Serpent.png
River Serpent from Plane Shift: Amonkhet.


Rothé[edit]

Large beast, unaligned


Armor Class 10
Hit Points 15 (2d10 + 4)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 14 (+2) 2 (-4) 10 (+0) 4 (-3)

Proficiency Bonus +2
Senses darkvision 30 ft., passive Perception 10
Languages
Challenge 1/4 (50 XP)


Charge. If the rothé moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.

ACTIONS

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.



Saber-Toothed Tiger[edit]

Large beast, unaligned


Armor Class 12
Hit Points 52 (7d10 + 14)
Speed 40 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 3 (-4) 12 (+1) 8 (-1)

Skills Perception +3, Stealth +6
Proficiency Bonus +2
Senses passive Perception 13
Languages
Challenge 2 (450 XP)


Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.


Saber-Toothed%20Tiger.png
Saber-Toothed Tiger from the Monster Manual.


Sangzor[edit]

Large beast, unaligned


Armor Class 11 (natural armor)
Hit Points 33 (3d10 + 3)
Speed 40 ft.


STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 12 (+1) 6 (-2) 12 (+1) 6 (-2)

Proficiency Bonus +2
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses passive Perception 11
Languages
Challenge 1 (200 XP)


Charge. If Sangzor moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Sure-Footed. Sangzor has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

ACTIONS

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.


Sangzor.png
Sangzor from Curse of Strahd.


Scorpion[edit]

Tiny beast, unaligned


Armor Class 11 (natural armor)
Hit Points 1 (1d4 - 1)
Speed 10 ft.


STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 8 (-1) 1 (-5) 8 (-1) 2 (-4)

Proficiency Bonus +2
Senses blindsight 10 ft., passive Perception 9
Languages
Challenge 0 (0 or 10 XP)


ACTIONS

Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.


Scorpion.png
Scorpion from the Monster Manual.


Sea Horse[edit]

Tiny beast, unaligned


Armor Class 11
Hit Points 1 (1d4 - 1)
Speed 0 ft., swim 20 ft.


STR DEX CON INT WIS CHA
1 (-5) 12 (+1) 8 (-1) 1 (-5) 10 (+0) 2 (-4)

Proficiency Bonus +2
Senses passive Perception 10
Languages
Challenge 0 (0 or 10 XP)


Water Breathing. The sea horse can breathe only underwater.



Sea%20Horse.png
Sea Horse from the Monster Manual.


Seal[edit]

Medium beast, unaligned


Armor Class 11
Hit Points 9 (2d8)
Speed 20 ft., swim 40 ft.


STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 11 (+0) 3 (-4) 12 (+1) 5 (-3)

Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 11
Languages
Challenge 0 (0 or 10 XP)


Hold Breath. The seal can hold its breath for 15 minutes.

Keen Smell. The seal has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.



Serpopard[edit]

Large beast, unaligned


Armor Class 12
Hit Points 52 (7d10 + 14)
Speed 40 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 3 (-4) 12 (+1) 8 (-1)

Skills Perception +3, Stealth +6
Proficiency Bonus +2
Senses passive Perception 13
Languages
Challenge 3 (700 XP)


Keen Smell. The serpopard has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the serpopard moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked Prone. If the target is Prone, the serpopard can make one bite attack against it as a bonus action.

ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.


Serpopard.png
Serpopard from Plane Shift: Amonkhet.


Sheep[edit]

Small beast, unaligned


Armor Class 10
Hit Points 3 (1d6)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 11 (+0) 2 (-4) 10 (+0) 5 (-3)

Proficiency Bonus +2
Senses passive Perception 10
Languages
Challenge 0 (0 or 10 XP)


Sure-Footed. The sheep has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.



Sheep.png
Sheep from Storm King's Thunder.


Sky Leviathan[edit]

Gargantuan beast, unaligned


Armor Class 14 (natural armor)
Hit Points 247 (15d20 + 90)
Speed 0 ft., fly 50 ft. (hover)


STR DEX CON INT WIS CHA
28 (+9) 7 (-2) 22 (+6) 1 (-5) 8 (-1) 4 (-3)

Saving Throws Con +10, Wis +3
Proficiency Bonus +4
Senses passive Perception 9
Languages
Challenge 10 (5,900 XP)


ACTIONS

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the leviathan. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the leviathan, and it takes 21 (6d6) acid damage at the start of each of the leviathan's turns.

If the leviathan takes 30 damage or more on a single turn from a creature inside it, the leviathan must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the leviathan. If the leviathan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.


Sky%20Leviathan.png
Sky Leviathan from Plane Shift: Kaladesh.


Sled Dog[edit]

Medium beast, unaligned


Armor Class 13 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 40 ft.


STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

Skills Perception +3, Stealth +4
Proficiency Bonus +2
Senses passive Perception 13
Languages
Challenge 1/4 (50 XP)


Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The dog has advantage on an attack roll against a creature if at least one of the dog's allies is 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: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.


Sled%20Dog.png
Sled Dog from Rise of Tiamat.


Small Drake[edit]

Medium beast, unaligned


Armor Class 13 (natural armor)
Hit Points 13 (3d8)
Speed 10 ft., fly 60 ft.


STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 10 (+0) 2 (-4) 9 (-1) 5 (-3)

Skills Perception +1
Proficiency Bonus +2
Senses passive Perception 11
Languages
Challenge 1/4 (50 XP)


Flyby. The drake doesn't provoke opportunity attacks when it flies out of an enemy's reach.

ACTIONS

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage


Small%20Drake.png
Small Drake from Plane Shift: Amonkhet.


Snow Leopard[edit]

Large beast, unaligned


Armor Class 12
Hit Points 37 (5d10 + 10)
Speed 40 ft.


STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 8 (-1)

Skills Perception +3, Stealth +6
Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 13
Languages
Challenge 1 (200 XP)


Keen Smell. The leopard has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the leopard moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the leopard can make one bite attack against it as a bonus action.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.


Snow%20Leopard.png
Snow Leopard from Tales from the Yawning Portal.


Space Hamster[edit]

Tiny beast, unaligned


Armor Class 10
Hit Points 1 (1d4 - 1)
Speed 20 ft.


STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 4 (-3)

Proficiency Bonus +2
Senses darkvision 30 ft., passive Perception 10
Languages
Challenge 0 (0 or 10 XP)


Keen Smell. the hamster has advantage on Wisdom (Perception) checks that rely on smell.




Sperm Whale[edit]

Gargantuan beast, unaligned


Armor Class 13 (natural armor)
Hit Points 189 (14d20 + 42)
Speed 0 ft., swim 60 ft.


STR DEX CON INT WIS CHA
26 (+8) 8 (-1) 17 (+3) 3 (-4) 12 (+1) 5 (-3)

Proficiency Bonus +3
Senses blindsight 120 ft., passive Perception 11
Languages
Challenge 8 (3,900 XP)


Echolocation. The whale can't use its blindsight while deafened.

Hold Breath. The whale can hold its breath for 90 minutes.

Keen Hearing. The whale has advantage on Wisdom (Perception) checks that rely on hearing.

ACTIONS

Multiattack. The whale makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 14 Dexterity saving throw or be swallowed by the whale. A swallowed creature has total cover against attacks and other effects outside the whale, and it takes 3 (1d6) acid damage at the start of each of the whale's turns. If the whale takes 30 damage or more on a single turn from a creature inside it, the whale must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the whale. If the whale dies, a swallowed creature can escape from the corpse by using 20 feet of movement, exiting prone.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 18 (3d6 + 8) bludgeoning damage, or 37 (6d6 + 16) bludgeoning damage if the target is an object.



Spider[edit]

Tiny beast, unaligned


Armor Class 12
Hit Points 1 (1d4 - 1)
Speed 20 ft., climb 20 ft.


STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 1 (-5) 10 (+0) 2 (-4)

Skills Stealth +4
Proficiency Bonus +2
Senses darkvision 30 ft., passive Perception 10
Languages
Challenge 0 (0 or 10 XP)


Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.


Spider.png
Spider from the Monster Manual.


Spider King[edit]

Large beast, unaligned


Armor Class 14 (natural armor)
Hit Points 26 (4d10 + 4)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)

Saving Throws Con +3, Wis +2
Skills Perception +4, Stealth +7
Proficiency Bonus +2
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
Languages
Challenge 1 (200 XP)


Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Two Heads. Because of its two heads, the Spider King has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).


Spider%20King.png
Spider King from Out of the Abyss.


Steel Leaf Kavu[edit]

Large beast, unaligned


Armor Class 16 (natural armor)
Hit Points 142 (15d10 + 60)
Speed 40 ft.


STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 6 (-2) 14 (+2) 8 (-1)

Skills Perception +4
Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 14
Languages understands Elvish
Challenge 4 (1,100 XP)


Raking Charge. If the kavu moves at least 20 feet straight toward a creature and then hits it with a bite 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 kavu can make one rend attack against it as a bonus action.

ACTIONS

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Rend. Melee Weapon Attack: +7 to hit, reach 5 ft., one prone creature. Hit: 23 (4d8 + 5) slashing damage.


Steel%20Leaf%20Kavu.png
Steel Leaf Kavu from Plane Shift: Dominaria.


Stegosaurus[edit]

Huge beast, unaligned


Armor Class 13 (natural armor)
Hit Points 76 (8d12 + 24)
Speed 40 ft.


STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 17 (+3) 2 (-4) 11 (+0) 5 (-3)

Proficiency Bonus +2
Senses passive Perception 10
Languages
Challenge 4 (1,100 XP)


ACTIONS

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 26 (6d6 + 5) piercing damage.


Stegosaurus.jpg
Stegosaurus from Volo's Guide to Monsters.


Stench Kow[edit]

Large beast, unaligned


Armor Class 10
Hit Points 15 (2d10 + 4)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 14 (+2) 2 (-4) 10 (+0) 4 (-3)

Proficiency Bonus +2
Damage Resistances cold, fire, poison
Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 1/4 (50 XP)


Charge. If the kow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.

Stench. Any creature other than a stench kow that starts its turn within 5 feet of the stench kow must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all stench kows for 1 hour.

ACTIONS

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.


Stench%20Kow.png
Stench Kow from Volo's Guide to Monsters.


Stirge[edit]

Tiny beast, unaligned


Armor Class 14 (natural armor)
Hit Points 2 (1d4)
Speed 10 ft., fly 40 ft.


STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 11 (+0) 2 (-4) 8 (-1) 6 (-2)

Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 9
Languages
Challenge 1/8 (25 XP)


ACTIONS

Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss.

The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.


Stirge.jpg
Stirge from the Monster Manual.


Sword Spider[edit]

Large beast, unaligned


Armor Class 16 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 6 (-2) 12 (+1) 4 (-3)

Skills Stealth +7
Proficiency Bonus +2
Senses tremorsense 60 ft., passive Perception 11
Languages
Challenge 3 (700 XP)


Spider Climb. The sword spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the sword spider knows the exact location of any other creature in contact with the same web.

Web Walker. The sword spider ignores movement restrictions caused by webbing.

ACTIONS

Multiattack. The sword spider makes two foreleg attacks and one bite attack.

Bite. 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, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Foreleg. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.



Sylgar[edit]

Tiny beast, unaligned


Armor Class 13
Hit Points 1 (1d4 - 1)
Speed 0 ft., swim 40 ft.


STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4)

Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 8
Languages
Challenge 0 (0 or 10 XP)


Water Breathing. Sylgar can breathe only underwater.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.



Szikzith[edit]

Medium beast, unaligned


Armor Class 13
Hit Points 11 (2d8 + 2)
Speed 40 ft., climb 40 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 8 (-1) 12 (+1) 4 (-3)

Skills Perception +3, Stealth +7
Proficiency Bonus +2
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
Languages
Challenge 1/4 (50 XP)


Spider Climb. Szikzith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, Szikzith knows the exact location of any other creature in contact with the same web.

Web Walker. Szikzith ignores movement restrictions caused by webbing.

ACTIONS

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.



Tiger[edit]

Large beast, unaligned


Armor Class 12
Hit Points 37 (5d10 + 10)
Speed 40 ft.


STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 8 (-1)

Skills Perception +3, Stealth +6
Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 13
Languages
Challenge 1 (200 XP)


Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.


Tiger.png
Tiger from the Monster Manual.


Traxigor[edit]

Tiny beast, chaotic good


Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18)
Speed 30 ft.


STR DEX CON INT WIS CHA
3 (-4) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3)

Saving Throws Int +9, Wis +6
Skills Arcana +13, History +13
Proficiency Bonus +4
Damage Resistances damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin)
Senses passive Perception 12
Languages Common, Draconic, Dwarvish, Gnomish, Halfling, Troglodyte
Challenge 12 (8,400 XP)


Magic Resistance. Traxigor has advantage on saving throws against spells and other magical effects.

Spellcasting. Traxigor is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Traxigor can cast disguise self and invisibility at will and has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp

1st level (4 slots): detect magic, identify, mage armor*, magic missile

2nd level (3 slots): detect thoughts, mirror image, misty step

3rd level (3 slots): counterspell, fly, lightning bolt

4th level (3 slots): banishment, fire shield, stoneskin*

5th level (3 slots): cone of cold, scrying, wall of force

6th level (1 slot): globe of invulnerability

7th level (1 slot): plane shift

8th level (1 slot): mind blank*

9th level (1 slot): time stop

  • *Traxigor casts these spells on itself before combat.

ACTIONS

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.



Triceratops[edit]

Two-Headed Crocodile[edit]

Two-Headed Plesiosaurus[edit]

Tyrannosaurus Rex[edit]

Velociraptor[edit]

Vulture[edit]

Medium beast, unaligned


Armor Class 10
Hit Points 5 (1d8 + 1)
Speed 10 ft., fly 50 ft.


STR DEX CON INT WIS CHA
7 (-2) 10 (+0) 13 (+1) 2 (-4) 12 (+1) 4 (-3)

Skills Perception +3
Proficiency Bonus +2
Senses passive Perception 13
Languages
Challenge 0 (0 or 10 XP)


Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

Pack Tactics. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS

Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.


Vulture.png
Vulture from the Monster Manual.


Walrus[edit]

Large beast, unaligned


Armor Class 9
Hit Points 22 (3d10 + 6)
Speed 20 ft., swim 40 ft.


STR DEX CON INT WIS CHA
15 (+2) 9 (-1) 14 (+2) 3 (-4) 11 (+0) 4 (-3)

Proficiency Bonus +2
Senses passive Perception 10
Languages
Challenge 1/4 (50 XP)


Hold Breath. The walrus can hold its breath for 10 minutes.

ACTIONS

Tusks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.



Warhorse[edit]

Large beast, unaligned


Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 60 ft.


STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2)

Proficiency Bonus +2
Senses passive Perception 11
Languages
Challenge 1/2 (100 XP)


Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

ACTIONS

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

VARIANT: WARHORSE ARMOR

An armored warhorse has an AC based on the type of barding worn (see the Player's Handbook for more information on barding). The horse's AC includes its Dexterity modifier, where applicable. Barding doesn't alter the horse's challenge rating.

  • Leather Armor; AC 12
  • Studded Leather Armor; AC 13
  • Ring mail; AC 14
  • Scale mail; AC 15
  • Chain mail; AC 16
  • Splint; AC 17
  • Plate; AC 18


Warhorse.png
Warhorse from the Monster Manual.


Weasel[edit]

Tiny beast, unaligned


Armor Class 13
Hit Points 1 (1d4 - 1)
Speed 30 ft.


STR DEX CON INT WIS CHA
3 (-4) 16 (+3) 8 (-1) 2 (-4) 12 (+1) 3 (-4)

Skills Perception +3, Stealth +5
Proficiency Bonus +2
Senses passive Perception 13
Languages
Challenge 0 (0 or 10 XP)


Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.


Weasel.png
Weasel from the Monster Manuel.


Wild Dog[edit]

Small beast, unaligned


Armor Class 12
Hit Points 3 (1d6)
Speed 40 ft.


STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 11 (+0) 3 (-4) 12 (+1) 6 (-2)

Skills Perception +3
Proficiency Bonus +2
Senses passive Perception 13
Languages
Challenge 0 (0 or 10 XP)


Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The dog has advantage on an attack roll against a creature if at least one of the dog's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.


Wild%20Dog.png
Wild Dog from Tomb of Annihilation.


Wolf[edit]

Medium beast, unaligned


Armor Class 13 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 40 ft.


STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

Skills Perception +3, Stealth +4
Proficiency Bonus +2
Senses passive Perception 13
Languages
Challenge 1/4 (50 XP)


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 the wolf's allies is 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: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.


Wolf.png
Wolf from the Monster Manual.


Yak[edit]

Medium beast, unaligned


Armor Class 10
Hit Points 11 (2d8 + 2)
Speed 50 ft.


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 6 (-2)

Proficiency Bonus +2
Senses passive Perception 10
Languages
Challenge 1/4 (50 XP)


Charge. If the yak moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

ACTIONS

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.



Young Bulette[edit]

Large beast, unaligned


Armor Class 11 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 40 ft.


STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 15 (+2) 2 (-4) 12 (+1) 6 (-2)

Proficiency Bonus +2
Senses passive Perception 11
Languages
Challenge 2 (450 XP)


Charge. If the bulette moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

ACTIONS

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.


Young%20Bulette.png
Young Bulette from Princes of the Apocalypse.


Young Winter Wolf[edit]

Large beast, unaligned


Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 50 ft.


STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +3, Stealth +4
Proficiency Bonus +2
Senses passive Perception 13
Languages
Challenge 1 (200 XP)


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 the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.


Young%20Winter%20Wolf.png
Young Winter Wolf from Tales from the Yawning Portal.


Zebra[edit]

Large beast, unaligned


Armor Class 10
Hit Points 13 (2d10 + 2)
Speed 60 ft.


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2)

Proficiency Bonus +2
Senses passive Perception 10
Languages
Challenge 1/4 (50 XP)


ACTIONS

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.


Zebra.png
Zebra from Tomg of Annihilation.


Celestial[edit]

Celestial Spirit[edit]

Large celestial, unaligned


Armor Class 11 + the level of the spell (natural armor + 2 (defender only))
Hit Points 40 + 10 for each spell level above 5th
Speed 30 ft., fly 40 ft.


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 16 (+3)

Saving Throws
Skills
Damage Resistances radiant
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 12
Languages Celestial, understands the languages you speak
Challenge — (— XP)


ACTIONS

Multiattack. The celestial makes a number of attacks equal to half this spell's level (rounded down).

Radiant Bow (Avenger Only). Rangerd Weapon Attack: your spell attack modifier to hit, range 150/600 ft., one target. Hit: 2d6 + 2 + the spell's level radiant damage.

Radiant Mace (Defender Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell's level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 temporary hit points.

Healing Touch (1/Day). The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell's level.



Archaic[edit]

Once upon a time mortal souls that lived and died, an event from beyond space brought the being back to the beginning of the universe. Their very nature is embedded and embued within the forces of the world, and thus are embodiments of knowledge and expression. They see the great pattern, time unraveled, and thus are careful about the answers they reveal, so as to "not spoil the ending."


Gargantuan celestial, typically neutral


Armor Class 20 (natural armor)
Hit Points 245 (14d20 + 98)
Speed 40 ft.


STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 24 (+7) 27 (+8) 24 (+7) 20 (+5)

Saving Throws Dex +6, Int +14, Wis +13, Cha +11
Skills Arcana +20, Deception +11, History +20, Perception +13
Proficiency Bonus +6
Damage Resistances force
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
Senses truesight 120 ft., passive Perception 23
Languages all
Challenge 18 (20,000 XP)


Enigmatic Mind. The archaic's mind can't be read, creatures can communicate telepathically with the archaic only if it allows, and magic can't determine whether the archaic is lying.

Legendary Resistance (3/Day). If the archaic fails a saving throw, it can choose to succeed instead.

Unusual Nature. The archaic doesn't require air, food, drink, or sleep.

ACTIONS

Multiattack. The archaic makes two Force Strike attacks. It can also use Gravity Shift, if available.

Force Strike. Melee or Ranged Spell Attack: +14 to hit, reach 15 ft. or range 120 ft., one target. Hit: 19 (2d10 + 8) force damage, and the target is pulled up to 10 feet toward the archaic or pushed 10 feet away from it, as the archaic chooses.

Gravity Shift (Recharge 5–6). The archaic reverses gravity for one creature it can see within 100 feet of itself. The creature must succeed on a DC 22 Wisdom saving throw or fall 100 feet upward. If the falling creature encounters a solid object (such as a ceiling) in this fall, it strikes the object just as it would during a downward fall. If the creature reaches the top of the area without striking anything, it hovers there until the start of the archaic's next turn, at which time gravity returns to normal and the creature falls.

Spellcasting. The archaic casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 22): At will: detect magic, divination, sending

1/day each: banishment, forcecage

Teleport. The archaic teleports to an unoccupied space that it can see within 120 feet of itself.

REACTIONS

Spell Mimicry (1/Day). Immediately after a creature the archaic can see casts a spell of 5th level or lower, that creature must succeed on a DC 22 Charisma saving throw, or the archaic immediately casts the same spell at the same level (+14 to hit with spell attacks, spell save DC 22), requiring no material components and choosing the spell's targets.

LEGENDARY ACTIONS

The archaic 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. The archaic regains spent legendary actions at the start of its turn.

Strike. The archaic makes one Force Strike attack.

Teleport. The archaic uses Teleport.

Unravel Magic (Costs 2 Actions). The archaic targets one creature it can see within 120 feet of itself. The target must succeed on a DC 22 Constitution saving throw or take 35 (10d6) force damage, and each spell of 5th level or lower on the target ends.


Archon of the Falling Stars[edit]

Medium celestial, lawful good


Armor Class 18 (plate armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 19 (+4) 15 (+2) 21 (+5) 19 (+4)

Saving Throws Str +9, Con +8, Wis +9, Cha +8
Skills Arcana +6, History +6, Insight +9, Perception +9
Proficiency Bonus +4
Damage Immunities radiant
Condition Immunities charmed, exhaustion, frightened
Senses truesight 120 ft., passive Perception 19
Languages all
Challenge 12 (8,400 XP)


Innate Spellcasting. The archon's spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The archon can innately cast the following spells, requiring no material components:

At will: command, guiding bolt, spare the dying

1/day each: crusader's mantle, spirit guardians

Magic Resistance. The archon has advantage on saving throws against spells and other magical effects.

Mount. If the archon isn't mounted, it can use a bonus action to magically teleport onto the creature serving as its mount, provided the archon and its mount are on the same plane of existence. When it teleports, the archon appears astride the mount, along with any equipment it is wearing or carrying. While mounted and not incapacitated, the archon can't be surprised, and both it and its mount have advantage on Dexterity saving throws. If the archon is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well.

Radiant Rebirth (Recharges after a Long Rest). If the archon is reduced to 0 hit points, it regains 30 hit points and springs back to its feet with a burst of radiance. Each creature of the archon's choice within 30 feet of it must succeed on a DC 16 Constitution saving throw, or the creature takes 13 (3d8) radiant damage and is blinded until the start of the archon's turn.

ACTIONS

Multiattack. The archon makes two attacks with its radiant spear.

Radiant Spear. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) radiant damage.


LEGENDARY ACTIONS

The archon of falling stars 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. The archon of falling stars regains spent legendary actions at the start of its turn.

Attack. The archon makes a radiant spear attack or casts guiding bolt.

Coordinated Assault (Costs 2 Actions). The archon makes a radiant spear attack, and then its mount can use its reaction to make a melee weapon attack.

Return to Nyx (Costs 3 Actions). The archon causes a corpse it can see within 30 feet of it to burst into a shower of radiant stars leaving no trace of it behind. Everything it is wearing or carrying remains. Each creature within 10 feet of the corpse when it bursts must succeed on a DC 16 Dexterity saving throw or take 22 (4d10) radiant damage.

Archon%20of%20Falling%20Stars.jpg
Archon of the Falling Stars on a Winged Bull mount from Mythic Odysseys of Theros.


Archon of the Triumvirate[edit]

Embodiments of the harshest aspects of order, archons believe in the word of law above all spirit.


Medium celestial, lawful neutral


Armor Class 18 (plate armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 19 (+4) 15 (+2) 21 (+5) 18 (+4)

Saving Throws Con +9, Wis +10, Cha +9
Skills Insight +10, Perception +10
Proficiency Bonus +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 120 ft., passive perception 20
Languages all
Challenge 14 (11,500 XP)


Eye of the Law. As a bonus action, the archon can target a creature it can see within 120 feet of it and determine which laws that creature has broken in the last 24 hours.

Innate Spellcasting. The archon's innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The archon can innately cast the following spells, requiring no material components:

At will: calm emotions, command, compelled duel

Mount. If the archon isn't mounted, it can use a bonus action to magically teleport onto the creature serving as its mount, provided the archon and its mount are on the same plane of existence. When it teleports, the archon appears astride the mount along with any equipment it is wearing or carrying. While mounted and not incapacitated, the archon can't be surprised, and both it and its mount gain advantage on Dexterity saving throws. If the archon is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well.

ACTIONS

Multiattack. The archon makes two Hammer of Justice attacks.

Hammer of Justice. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 18 (4d8) force damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Pacifying Presence. Each creature of the archon's choice that the archon can see within 120 feet of it must succeed on a DC 18 Wisdom saving throw, or else the target drops any weapons it is holding, ends its concentration on any spells or other effects, and becomes charmed by the archon for 1 minute. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the archon's Pacifying Presence for the next 24 hours.


LEGENDARY ACTIONS

The archon of the triumvirate 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. The archon of the triumvirate regains spent legendary actions at the start of its turn.

Rejoin Mount. If the archon isn't mounted, it magically teleports to its steed and mounts it as long as the archon and its steed are on the same plane of existence.

Smite (Costs 2 Actions). The archon makes a Hammer of Justice attack, and then its mount can use its reaction to make a melee weapon attack.

Detention (Costs 3 Actions). The archon targets a creature it can see within 60 feet of it. The target must succeed on a DC 18 Charisma saving throw or be magically teleported to a harmless demiplane until the end of the archon's next turn, whereupon the target reappears in the space it left or the nearest unoccupied space if that space is occupied.

Archon%20of%20the%20Triumvirate.jpg
Archon of the Triumvirate on a Winged Lion mount from Guildmaster's Guide to Ravnica.


Ashen Rider[edit]

In effort to disprove the paragon worth of mortal morality, fallen archons tirade in conquests. They are a dominating force, able to use their heavenly grace to grasp with an iron fist.


Medium celestial, lawful evil


Armor Class 18 (plate armor)
Hit Points 178 (21d8 + 84)
Speed 30 ft.


STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 19 (+4) 15 (+2) 21 (+5) 18 (+4)

Saving Throws Str +10, Con +9, Wis +10, Cha +9
Skills History +7, Insight +10, Perception +10
Proficiency Bonus +5
Damage Immunities thunder
Condition Immunities charmed, exhaustion, frightened
Senses truesight 120 ft., passive perception 20
Languages
Challenge 16 (15,000 XP)


Aura of Silence. When a creature starts its turn within 30 feet of the ashen rider, the rider can force that creature to make a DC 18 Wisdom saving throw if the rider can see it. On a successful save, the creature is immune to this aura for the next 24 hours. On a failed save, the creature can't speak and is deafened until the start of its next turn.

Innate Spellcasting. The ashen rider's spellcasting ability is Wisdom (spell save DC 18). The rider can innately cast the following spells, requiring no material components:

At will: command, compelled duel

1/day each: banishment, blade barrier

Mount. If the ashen rider isn't mounted, it can use a bonus action to magically teleport onto the creature serving as its mount, provided the ashen rider and its mount are on the same plane of existence. When it teleports, the ashen rider appears astride the mount along with any equipment it is wearing or carrying. While mounted and not incapacitated, the ashen rider can't be surprised, and both it and its mount have advantage on Dexterity saving throws. If the ashen rider is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well.

ACTIONS

Multiattack. The ashen rider makes three attacks with its ashen blade or two attacks with its bolt of ash.

Ashen Blade. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 13 (2d12) radiant damage.

Bolt of Ash. Ranged Spell Attack: +10 to hit, range 120 ft., one creature. Hit: 22 (4d10) necrotic damage, and the target can't regain hit points until the start of the ashen rider's next turn.


LEGENDARY ACTIONS

The ashen rider 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. The ashen rider regains spent legendary actions at the start of its turn.

Attack. The ashen rider makes an attack using its ashen blade or bolt of ash.

Coordinated Assault (Costs 2 Actions). The ashen rider makes an attack using its ashen blade or bolt of ash, and then its mount can use its reaction to make a melee weapon attack.

Reduce to Ash (Costs 3 Actions). The ashen rider targets a creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, or it takes 27 (5d10) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. If the target's hit point maximum is reduced to 0, its body and everything it is wearing and carrying, except for magic items, are reduced to ash. A creature reduced to ash can't be revived by any means short of a wish spell.

Ashen%20Rider.jpg
Ashen Rider on a Winged Lion mount from Mythic Odysseys of Theros.


Aurelia[edit]

Medium celestial (angel), lawful good


Armor Class 22 (natural armor)
Hit Points 287 (25d8 + 175)
Speed 50 ft., fly 150 ft.


STR DEX CON INT WIS CHA
26 (+8) 24 (+7) 25 (+7) 17 (+3) 25 (+7) 30 (+10)

Saving Throws Dex +14, Con +14, Cha +17
Skills Insight +14, Perception +14
Proficiency Bonus +7
Damage Resistances necrotic, radiant; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses truesight 120 ft., passive Perception 24
Languages all
Challenge 23 (50,000 XP)


Legendary Resistance (3/Day). If Aurelia fails a saving throw, she can choose to succeed instead.

Magic Resistance. Aurelia has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. Aurelia makes three longsword attacks and uses Leadership.

Longsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage, or 13 (1d10 + 8) slashing damage when used with two hands, plus 27 (6d8) radiant damage.

Leadership. Aurelia utters a few inspiring words to one creature she can see within 30 feet of her. If the creature can hear her, it can add a d10 to one attack roll or saving throw it makes before the start of Aurelia's next turn.

Warleader's Helix (Recharge 5-6). Ranged Spell Attack: +17 to hit, range 60 ft., one creature. Hit: 54 (12d8) radiant damage, and Aurelia can choose another creature she can see within 10 feet of the target. The second creature regains 27 (6d8) hit points.

REACTIONS

Parry. Aurelia adds 7 to her AC against one melee attack that would hit her. To do so, Aurelia must see the attacker and be wielding a melee weapon.

Unyielding. When Aurelia is subjected to an effect that would move her, knock her prone, or both, she can use her reaction to be neither moved nor knocked prone.

LEGENDARY ACTIONS

Aurelia 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. Aurelia regains spent legendary actions at the start of its turn.

Command Allies. Aurelia chooses up to three creatures she can see within 30 feet of her. If a chosen creature can see or hear Aurelia, it can immediately use its reaction to make one weapon attack, with advantage on the attack roll.

Longsword Attack (Costs 2 Actions). Aurelia makes one longsword attack.

Frighten Foes (Costs 3 Actions). Aurelia targets up to five creatures she can see within 30 feet of her. Each target must succeed on a DC 25 Wisdom saving throw or be frightened of her until the end of her next turn. Any target within 5 feet of Aurelia has disadvantage on the saving throw.

Personality Traits: Oddly approachable from her position on a pedestal, the great leader Aurelia always seems to have time to talk about the goal of her mission, or the personal connection her soldiers have to the cause. There is a religious devotion inspired in her guild, almost supernaturally so. There is something missing in her, a sense of human relaxation or deviation from the mission. She seems to be all work, no play. Compassion is relatively new for Aurelia, though not something she ever forgets.

Bonds: The word of law is so widespread and over-arching that it sometimes allows unfortunate souls to slip through the cracks. Sometimes it takes a caring hand to guide the lost to the land of the found. Aurelia empowers her firefists, her fighters and clerics and paladins that work under her strict code of ethics.


Battleforce Angel[edit]

Medium celestial, lawful good


Armor Class 18 (plate armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft., fly 90 ft.


STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 13 (+1) 11 (+0) 17 (+3) 18 (+4)

Saving Throws Wis +6, Cha +7
Skills Investigation +3, Perception +6
Proficiency Bonus +3
Damage Resistances fire, radiant
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 120 ft., truesight 120 ft., passive Perception 16
Languages all
Challenge 5 (1,800 XP)


Flyby. The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Magic Resistance. The angel has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The angel makes two melee attacks. It also uses Battlefield Inspiration.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 18 (4d8) radiant damage. If the target is within 5 feet of any of the angel's allies, the target takes an extra 2 (1d4) radiant damage.

Battlefield Inspiration. The angel chooses up to three creatures it can see within 30 feet of it. Until the end of the angel's next turn, each target can add a d4 to its attack rolls and saving throws.


Battleforce%20Angel.jpg
Battlefield Angel from Guildmaster's Guide to Ravnica.


Couatl[edit]

Medium celestial, lawful good


Armor Class 19 (natural armor)
Hit Points 97 (13d8 + 39)
Speed 30 ft., fly 90 ft.


STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 17 (+3) 18 (+4) 20 (+5) 18 (+4)

Saving Throws Con +5, Wis +7, Cha +6
Proficiency Bonus +2
Damage Resistances radiant
Damage Immunities psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses truesight 120 ft., passive Perception 15
Languages all, telepathy 120 ft.
Challenge 4 (1,100 XP)


Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:

At will: detect evil and good, detect magic, detect thoughts

3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield

1/day each: dream, greater restoration, scrying

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 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.

Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.

Change Shape. The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).

In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.


Couatl.jpg
Couatl from the Monster Manual.


Deathpact Angel[edit]

Medium celestial, lawful evil


Armor Class 18 (natural armor)
Hit Points 175 (27d8 + 54)
Speed 30 ft., fly 90 ft.


STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 14 (+2) 19 (+4) 20 (+5) 23 (+6)

Saving Throws Int +9, Wis +10, Cha +11
Skills Insight +10, Intimidation +11, Perception +10, Persuasion +11
Proficiency Bonus +5
Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened
Senses truesight 120 ft., passive Perception 20
Languages all
Challenge 14 (11,500 XP)


Exploitation of the Debtors. As a bonus action, the angel targets a creature charmed by it that it can see within 30 feet of it. The angel deals 11 (2d10) necrotic damage to the target, and the angel gains temporary hit points equal to the damage dealt.

Flyby. The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Innate Spellcasting. The angel's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The angel can innately cast the following spells, requiring no material components:

At will: command (as a 2nd-level spell), detect evil and good

3/day each: charm person (as a 5th-level spell), darkness, suggestion

1/day: raise dead

Magic Resistance. The angel has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The angel makes two attacks with its scythe. It can substitute Chains of Obligation for one of these attacks.

Scythe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage plus 27 (6d8) necrotic damage.

Chains of Obligation. The angel targets one creature charmed by it that it can see within 90 feet of it. The target must succeed on a DC 19 Charisma saving throw or become paralyzed for 1 minute or until it takes any damage.


Deathpact%20Angel.jpg
Deathpact Angel from Guildmaster's Guide to Ravnica.


Deva[edit]

Medium celestial, lawful good


Armor Class 17 (natural armor)
Hit Points 136 (16d8 + 64)
Speed 30 ft., fly 90 ft.


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5)

Saving Throws Wis +9, Cha +9
Skills Insight +9, Perception +9
Proficiency Bonus +4
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 120 ft., passive Perception 19
Languages all, telepathy 120 ft.
Challenge 10 (5,900 XP)


Angelic Weapons. The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Innate Spellcasting. The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components: At will: detect evil and good

1/day each: commune, raise dead

Magic Resistance. The deva has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The deva makes two melee attacks.

Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.

Healing Touch (3/Day). The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Change Shape. The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).

In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.


Deva.jpg
Deva from the Monster Manual.


Empyrean[edit]

Eku[edit]

Fazrian[edit]

Felidar[edit]

Firemane Angel[edit]

Hollyphant[edit]

Ki-rin[edit]

Lulu[edit]

Lulu is a hollyphant happy to accompany a party near you!

Lumalia[edit]

Pegasus[edit]

Planetar[edit]

Radiant Idol[edit]

Large celestial, lawful evil


Armor Class 18 (natural armor)
Hit Points 142 (15d10 + 60)
Speed 40 ft.


STR DEX CON INT WIS CHA
23 (+6) 18 (+4) 19 (+4) 17 (+3) 20 (+5) 21 (+5)

Saving Throws Wis +9, Cha +9
Skills Deception +9, Insight +9, Perception +9, Persuasion +9
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 120 ft., passive Perception 19
Languages all, telepathy 120 ft.
Challenge 11 (7,200 XP)


Aura of False Divinity. A creature that starts its turn within 30 feet of the radiant idol must make a DC 17 Wisdom saving throw, provided the radiant idol isn't incapacitated. On a failed save, the creature is charmed by the radiant idol. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, a creature is immune to this radiant idol's Aura of False Divinity for 24 hours.

Innate Spellcasting. The radiant idol's spellcasting ability is Charisma (spell save DC 17). The radiant idol can innately cast the following spells, requiring no material components:

At will: charm person, cure wounds, disguise self, thaumaturgy

1/day each: commune, dominate person, insect plague, mass suggestion, raise dead

Magic Resistance. The radiant idol has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The radiant idol makes two melee attacks.

Flail. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage plus 18 (4d8) radiant damage.

Radiant Strike (1/Day). The radiant idol chooses a point on the ground it can see within 60 feet of it. A 30-foot-radius, 40-foot-high cylinder of bright light appears there until the start of the radiant idol's next turn. Each creature in the cylinder when it appears or that ends its turn there must make a DC 17 Constitution saving throw, taking 36 (8d8) radiant damage on a failed save, or half as much damage on a successful one.


Radiant%20Idol.png
Radiant Idol from Eberron: Rising from the Last War.


Solar[edit]

the Abbot[edit]

Unicorn[edit]

Winged Bull[edit]

Winged Lion[edit]

Construct[edit]

Crafted by hand, made alive by magic. Constructs are specifically previously inanimate objects made living.

Construct Spirit[edit]

Amber Golem[edit]

Animated Armor[edit]

Animated Broom[edit]

Animated Chained Library[edit]

Animated Halberd[edit]

Animated Knife[edit]

Animated Object[edit]

Animated Table[edit]

Anvilwrought Raptor[edit]

Bronze Sable[edit]

Bronze Scout[edit]

Broom of Animated Attack[edit]

Burnished Hart[edit]

Cadaver Collector[edit]

Canopic Golem[edit]

Carrionette[edit]

Chardalyn Dragon[edit]

Clay Gladiator[edit]

Clay Golem[edit]

Clockwork Behir[edit]

Clockwork Dragon[edit]

Clockwork Mule[edit]

Cogwork Archivist[edit]

Colossus of Akros[edit]

Constructed Commander[edit]

Damaged Flesh Golem[edit]

Dancing Item[edit]

Demos Magen[edit]

Dragonbone Golem[edit]

Duergar Hammerer[edit]

Duergar Screamer[edit]

Duodrone[edit]

Elise[edit]

Expeditious Messenger[edit]

Fiendish Flesh Golem[edit]

Flesh Golem[edit]

Flying Dagger[edit]

Flying Rocking Horse[edit]

Flying Shield[edit]

Flying Staff[edit]

Flying Sword[edit]

Four-Armed Statue[edit]

Fractal Mascot[edit]

Galvan Magen[edit]

Gargantuan Rug of Smothering[edit]

Gearkeeper Construct[edit]

Glass Pegasus[edit]

Glasswork Golem[edit]

Gold-Forged Sentinel[edit]

Guardian Portrait[edit]

Headless Iron Golem[edit]

Hellfire Engine[edit]

Helmed Horror[edit]

Homunculus[edit]

Homunculus Servant[edit]

Huge Stone Golem[edit]

Hypnos Magen[edit]

Iron Cobra[edit]

Iron Defender[edit]

Iron Golem[edit]

Jade Giant Spider[edit]

Keg Robot[edit]

Kiddywidget[edit]

Lightning Golem[edit]

Living Bigby's Hand[edit]

Living Blade of Disaster[edit]

Living Burning Hands[edit]

Living Cloudkill[edit]

Living Demiplane[edit]

Living Doll[edit]

Living Iron Statue[edit]

Living Lighting Bolt[edit]

Marut[edit]

Mechachimera[edit]

Mechanical Bird[edit]

Metallic Peacekeeper[edit]

Metallic Warbler[edit]

Mighty Servant of Leuk-o[edit]

Minotaur Living Crystal Statue[edit]

Monodrone[edit]

Nimblewright[edit]

Oaken Bolter[edit]

Paper Bird[edit]

Pentadrone[edit]

Quadrone[edit]

Replica Duodrone[edit]

Replica Monodrone[edit]

Replica Pentadrone[edit]

Replica Quadrone[edit]

Replica Tridrone[edit]

Retriever[edit]

Rug of Smothering[edit]

Ruin Grinder[edit]

Sacred Statue[edit]

Sapphire Sentinel[edit]

Scarecrow[edit]

Scufflecup Teacup[edit]

Servitor Thrull[edit]

Shield Guardian[edit]

Skitterwidget[edit]

Skull Flier[edit]

Snake Horror[edit]

Snow Golem[edit]

Spiked Tomb Guardian[edit]

Spirit Statue Mascot[edit]

Steel Defender[edit]

Steel Predator[edit]

Stone Cursed[edit]

Stone Defender[edit]

Stone Dragon Statue[edit]

Stone Giant Statue[edit]

Stone Golem[edit]

Stone Juggernaut[edit]

Stone Warrior[edit]

Strixhaven Campus Guide[edit]

Terracotta Warrior[edit]

Tiny Servant[edit]

Tomb Guardian[edit]

Tomb Tapper[edit]

Tridrone[edit]

Vampiric Jade Statue[edit]

Vox Seeker[edit]

Walking Statue of Waterdeep[edit]

Warforged Colossus[edit]

Warforged Titan[edit]

Winged Thrull[edit]

Dragon[edit]

Draconic Spirit[edit]

Adult Amethyst Dragon[edit]

Adult Black Dragon[edit]

Adult Blue Dragon[edit]

Adult Brass Dragon[edit]

Adult Bronze Dragon[edit]

Adult Copper Dragon[edit]

Adult Crystal Dragon[edit]

Adult Deep Dragon[edit]

Adult Emerald Dragon[edit]

Adult Gold Dragon[edit]

Adult Green Dragon[edit]

Adult Moonstone Dragon[edit]

Adult Red Dragon[edit]

Adult Sapphire Dragon[edit]

Adult Silver Dragon[edit]

Adult Topaz Dragon[edit]

Adult White Dragon[edit]

Ambush Drake[edit]

Amethyst Dragon Wyrmling[edit]

Amethyst Greatwyrm[edit]

Ancient Amethyst Dragon[edit]

Ancient Black Dragon[edit]

Ancient Blue Dragon[edit]

Ancient Brass Dragon[edit]

Ancient Bronze Dragon[edit]

Ancient Copper Dragon[edit]

Ancient Crystal Dragon[edit]

Ancient Deep Dragon[edit]

Ancient Dragon Turtle[edit]

Ancient Emerald Dragon[edit]

Ancient Gold Dragon[edit]

Ancient Green Dragon[edit]

Ancient Moonstone Dragon[edit]

Ancient Red Dragon[edit]

Ancient Sapphire Dragon[edit]

Ancient Sea Serpent[edit]

Ancient Silver Dragon[edit]

Ancient Topaz Dragon[edit]

Ancient White Dragon[edit]

Aspect of Bahamut[edit]

Aspect of Tiamat[edit]

Beledros Witherbloom[edit]

Black Dragon Wyrmling[edit]

Black Greatwyrm[edit]

Black Guard Drake[edit]

Blue Dragon Wyrmling[edit]

Blue Greatwyrm[edit]

Blue Guard Drake[edit]

Brass Dragon Wyrmling[edit]

Brass Greatwyrm[edit]

Bronze Dragon Wyrmling[edit]

Bronze Greatwyrm[edit]

Copper Dragon Wyrmling[edit]

Copper Greatwyrm[edit]

Crystal Dragon Wyrmling[edit]

Crystal Greatwyrm[edit]

Deep Dragon Wyrmling[edit]

Dragon Tortoise[edit]

Dragon Turtle[edit]

Dragon Turtle Wyrmling[edit]

Dragonnel[edit]

Drake Companion[edit]

Emerald Dragon Wyrmling[edit]

Emerald Greatwyrm[edit]

Faerie Dragon[edit]

Blue[edit]
Green[edit]
Indigo[edit]
Orange[edit]
Red[edit]
Violet[edit]
Yellow[edit]

Galazeth Prismari[edit]

Gold Dragon Wyrmling[edit]

Gold Greatwyrm[edit]

Green Dragon Wyrmling[edit]

Green Greatwyrm[edit]

Green Guard Drake[edit]

Guard Drake[edit]

Moonstone Dragon Wyrmling[edit]

Niv-Mizzet[edit]

Pseudodragon[edit]

Red Dragon Wyrmling[edit]

Red Greatwyrm[edit]

Red Guard Drake[edit]

Sapphire Dragon Wyrmling[edit]

Sapphire Greatwyrm[edit]

Shadrix Silverquill[edit]

Silver Dragon Wyrmling[edit]

Silver Greatwyrm[edit]

Tanazir Quandrix[edit]

Topaz Dragon Wyrmling[edit]

Topaz Greatwyrm[edit]

Velomachus Lorehold[edit]

White Dragon Wyrmling[edit]

White Greatwyrm[edit]

White Guard Drake[edit]

Wyvern[edit]

Young Amethyst Dragon[edit]

Young Black Dragon[edit]

Young Blue Dragon[edit]

Young Brass Dragon[edit]

Young Bronze Dragon[edit]

Young Copper Dragon[edit]

Young Crystal Dragon[edit]

Young Deep Dragon[edit]

Young Dragon Turtle[edit]

Young Emerald Dragon[edit]

Young Gold Dragon[edit]

Young Green Dragon[edit]

Young Moonstone Dragon[edit]

Young Red Dragon[edit]

Young Red Shadow Dragon[edit]

Young Sapphire Dragon[edit]

Young Sea Serpent[edit]

Young Silver Dragon[edit]

Young Topaz Dragon[edit]

Young White Dragon[edit]

Elemental[edit]

Elemental Spirit[edit]

Air Elemental[edit]

Air Elemental Myrmidon[edit]

Animated Breath[edit]

Animated Drow Statue[edit]

Arclight Phoenix[edit]

Art Elemental Mascot[edit]

Azer[edit]

Blistercoil Weird[edit]

Chwinga[edit]

Dao[edit]

Djinni[edit]

Dust Mephit[edit]

Earth Elemental[edit]

Earth Elemental Myrmidon[edit]

Efreeti[edit]

Elder Tempest[edit]

Fire Elemental[edit]

Fire Elemental Myrmidon[edit]

Fire Snake[edit]

Flail Snail[edit]

Fluxcharger[edit]

Four-Armed Gargoyle[edit]

Frost Salamander[edit]

Galeb Duhr[edit]

Galvanice Weird[edit]

Gargoyle[edit]

Giant Four-Armed Gargoyle[edit]

Ice Mephit[edit]

Invisible Stalker[edit]

Leviathan[edit]

Magma Mephit[edit]

Magmin[edit]

Marid[edit]

Mud Mephit[edit]

Phoenix[edit]

Salamander[edit]

Smoke Mephit[edit]

Statue of Talos[edit]

Steam Mephit[edit]

Water Elemental[edit]

Water Elemental Myrmidon[edit]

Water Weird[edit]

Wildfire Spirit[edit]

Xorn[edit]

Zaratan[edit]

Fey[edit]

Fey Spirit[edit]

Alseid[edit]

Annis Hag[edit]

Bheur Hag[edit]

Blink Dog[edit]

Boggle[edit]

Conclave Dryad[edit]

Darkling[edit]

Darkling Elder[edit]

Dryad[edit]

Dusk Hag[edit]

Green Hag[edit]

Hag of the Fetid Gaze[edit]

Korred[edit]

Lampad[edit]

Meenlock[edit]

Naiad[edit]

Nereid[edit]

Oread[edit]

Pixie[edit]

Quickling[edit]

Redcap[edit]

Reflection[edit]

Satyr[edit]

Satyr Reveler[edit]

Satyr Thornbearer[edit]

Sea Fury[edit]

Sea Hag[edit]

Sprite[edit]

Trostani[edit]

Valenar Hawk[edit]

Valenar Hound[edit]

Valenar Steed[edit]

Yeth Hound[edit]

Autumn Eladrin[edit]

Isolde[edit]

Spring Eladrin[edit]

Summer Eladrin[edit]

Winter Eladrin[edit]

Fiend[edit]

Fiendish Spirit[edit]

Abhorrent Overlord[edit]

Large fiend, lawful evil


Armor Class 16 (natural armor)
Hit Points 136 (16d10 + 48)
Speed 30 ft., fly 60 ft.


STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 16 (+3) 15 (+2) 14 (+2) 16 (+3)

Saving Throws Con +7, Cha +7
Skills Deception +7, Intimidation +7, Persuasion +7
Proficiency Bonus +4
Damage Resistances cold, necrotic
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 12
Languages Abyssal, Common, Infernal
Challenge 9 (5,000 XP)


Innate Spellcasting. The abhorrent overlord's spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: 1/day each: confusion, crown of madness, suggestion

Insatiable Greed. The abhorrent overlord can sense the presence of gold within 1,000 feet of itself. It can determine which location has the greatest amount of gold and can sense the direction to that site. If the gold is being moved, it knows the direction of the movement. It can't locate gold if any thickness of clay or lead, even a thin sheet, blocks a direct path between it and the gold.

Magic Resistance. The abhorrent overlord has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The abhorrent overlord makes two attacks with its claws.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 14 (4d6) necrotic damage. The abhorrent overlord regains hit points equal to half the amount of necrotic damage dealt if the target is a creature.

Storm of Crows (Recharge 6). The abhorrent overlord conjures a swarm of spectral crows and harpies in a 20-foot-radius sphere centered on a point the overlord can see within 120 feet of it. The sphere remains for 1 minute or until the overlord loses concentration (as if concentrating on a spell), and its area is lightly obscured and difficult terrain.

Any creature that moves into the area for the first time on a turn or starts its turn there must make a DC 15 Constitution saving throw. A creature takes 16 (3d10) slashing damage plus 16 (3d10) psychic damage on a failed save, or half as much damage on a successful one.


Abhorrent%20Overlord.jpg
Abhorrent Overlord from Mythic Odysseys of Theros.


Abyssal Chicken[edit]

Abyssal Wretch[edit]

Alkilith[edit]

Amnizu[edit]

Arcanaloth[edit]

Archduke Zariel of Avernus[edit]

Armanite[edit]

Babau[edit]

Bael[edit]

Balor[edit]

Baphomet[edit]

Barbed Devil[edit]

Barghest[edit]

Barlgura[edit]

Bearded Devil[edit]

Bel[edit]

Beucephalus[edit]

Bitter Breath[edit]

Black Abishai[edit]

Blue Abishai[edit]

Bone Devil[edit]

Booyahg Slave of the Fiend[edit]

Bulezau[edit]

Cackler[edit]

Cambion[edit]

Canoloth[edit]

Chain Devil[edit]

Chardalyn Berserker[edit]

Chasme[edit]

Crokek'toeck[edit]

Daemogoth[edit]

Daemogoth Titan[edit]

Demogorgon[edit]

Devourer[edit]

Dhergoloth[edit]

Draegloth[edit]

Dretch[edit]

Dybbuk[edit]

Eater of Hope[edit]

Erinyes[edit]

Fraz-Urb'luu[edit]

Geryon[edit]

Glabrezu[edit]

Gnoll Fang of Yeenoghu[edit]

Goristro[edit]

Graz'zt[edit]

Green Abishai[edit]

Hell Hound[edit]

Hellwasp[edit]

Hezrou[edit]

Horned Devil[edit]

Howler[edit]

Hutijin[edit]

Hydroloth[edit]

Ice Devil[edit]

Imp[edit]

Incubus[edit]

Jot[edit]

Juiblex[edit]

Kostchtchie[edit]

Kurr[edit]

Larva[edit]

Lemure[edit]

Mad Maggie[edit]

Mahadi the Rakshasa[edit]

Majesto[edit]

Manes[edit]

Marilith[edit]

Master of Cruelties[edit]

Maurezhi[edit]

Maw Demon[edit]

Merregon[edit]

Merrenoloth[edit]

Mezzoloth[edit]

Moloch[edit]

Molydeus[edit]

Mordakhesh[edit]

Morgantha[edit]

Nabassu[edit]

Nahual[edit]

Nalfeshnee[edit]

Narzugon[edit]

Nergaliid[edit]

Night Hag[edit]

Nightmare[edit]

Nightmare Shepherd[edit]

Nupperibo[edit]

Nycaloth[edit]

Oinoloth[edit]

Orcus[edit]

Orthon[edit]

Osvaldo Cassalanter[edit]

Pit Fiend[edit]

Princeps Kovik[edit]

Quasit[edit]

Rak Tulkhesh[edit]

Rakdos[edit]

Rakshasa[edit]

Red Abishai[edit]

Relentless Juggernaut[edit]

Relentless Slasher[edit]

Rutterkin[edit]

Shadow Demon[edit]

Shoosuva[edit]

Sibriex[edit]

Sire of Insanity[edit]

Spined Devil[edit]

Succubus[edit]

Sul Khatesh[edit]

Tanarukk[edit]

Tiamat[edit]

Titivilus[edit]

Tooth-N-Claw[edit]

Udaak[edit]

Ultroloth[edit]

Vargouille[edit]

Vincent Trench[edit]

Vrock[edit]

Wastrilith[edit]

White Abishai[edit]

Yagnoloth[edit]

Yeenoghu[edit]

Yochlol[edit]

Zakya Rakshasa[edit]

Zariel[edit]

Zuggtmoy[edit]

Giant[